Ronin

Active Member
The Monastic Order



tumblr_nipqio41z01qkgr2ko1_1280.png




Peret Lutai, Abso Iustai
Through Light, True Justice




tumblr_niqbb5WPSq1qkgr2ko1_400.png



"Let it be said that you fought valiantly
Loved fearlessly
And died smilingly
Dauntless in all peril, defying all darkness

Let it be said that you were the bravest, the strongest, the happiest
Paragons of humanity, bastions of order and freedom
My champions. My Paladins."

-Selene Evêquec


- - - - - - -

The Monastic Order of the Holy Evequist Church (shortens to 'the Order') is a military/law-enforcement organization with juridstiction in Lutetia City and her surrounding townships. It is Lutetia's oldest and most adept defense force, protecting her citizens for nearly a thousand years from foreign invader, criminal threat, and the ever-present paranormal menace.

The Monastic Order is the hand of the Evêquist church: a brotherhood of men and women devoted to deepening their understanding of Evêquism and serving the will of the Wick. Unlike the Ecclesiarchy which commands an enormous workforce of paid professionals, the Monastic Order is comprised of a small but dedicated group of religious puritans. These people serve the church without question and live exclusively for the sake of their faith. They receive no salary, take no spouses, rear no children nor maintain any property. The Order is their life, their purpose, their sole and sacred duty.

Within the Order, these people can assume one of three roles. First are the clerics, great scholars and healers; the academics. Aside from their immense learning and assisting in domestic affairs at the behest of the Ecclesiarchy, the clerics most sacred responsibility is the caretaking of the Miroir de Feu, the great library in Lutetia that holds some of Issunar's oldest and most precious texts. Second are the paladins, the noble knights of the Evêquist faith whose skill in battle is surpassed only by their commitment to their God. Garbed in highly-advanced plate armor and wielding a deadly assortment of guns, swords and flames, the paladins of the Monastic Order are charged with protecting Lutetia and fighting the evil of the Wyrm in the hopes of creating a world where mankind can exist in peace. Last of the three are the students (or proselytes), young boys and girls chosen from birth or indoctrinated in their youth to be members of the Monastic Order. Trained nonstop from childhood into early adulthood in the ways of philosophy, science, art, and warfare, these dedicated aspirants eventually choose to follow either the path of the cleric or paladin, wherein they will continue to serve the Monastic Order and the Evêquist faith until they die.


PALADIN

tumblr_niqahhw0JU1qkgr2ko1_400.png

Soldiers, scholars and priests all rolled into one, the paladins are the custodians of the church and the vigilant defenders of Lutetian society. Trained from youth in the art of warfare and schooled in the sciences and studies of their faith, paladins dedicate their lives to protecting Lutetia and upholding the values of their oaths.

The existence of paladins predates the Monastic Order and the establishment of the Evêquist church. Their origins go back to the days of the Great Darkness - a bleak time in old Lutetia history when monsters ruled Issunar and mankind was preyed upon by beasts and paranormals. Many humans took up arms in defense of their families. Those few who survived their many battles grew strong in body and hard of mind, garbing themselves in whatever protection they could find and wielding whatever weapons were available to them. When Selene Evêquec came to Lutetia, she gathered these men and women to her side, honed their raw talent and equipped them in fine armor. They served as her shock troops, her personal guard. With the aid of the necromantic cults and other native allies, these first paladins drove the forces of darkness from their homes and saved Lutetia from certain doom. Since then, the paladins have been the militant arm of the church, enforcing the will of Selene with unwavering commitment and protecting humanity from chaos.

Today, Monastic Paladins serve many of the same functions they did at the time of their origin. Their primary duties remain militaristic and defensive in nature. They defend the city - inside and out - from all evil that would seek to do its citizens harm. Aside from the local police force, the paladins are the sole protectors of law and order within the walls of Lutetia. They are enforcer and soldier - military and protectorate - monster hunter and civil servant.

Becoming a paladin is usually never a choice. Applicants are rare, the bulk of recruits being orphaned children taken into the Monastery. Still, some children willingly devote themselves to the Order; it is not uncommon for noble families to give one of their offspring to the church as a show of good will and to boast the honor of having a paladin in their bloodline. Applicants and conscripted children are reviewed and tested by the clerics of the order for aptitude. Many are turned away. No recruit is accepted beyond the age of ten.


tumblr_ohdm10YjWr1qkgr2ko1_400.png
Charged with combating the many evils lurking just outside (and too often, inside) the walls of the city, paladins are necessarily great warriors and strategists. Scarce by nature of their exclusivity, the ranks of the Monastic Order make up for what they lack in numbers in the strength and prowess of each individual knight. Every paladin is a one-man army in his or her own right. Trained to near-inhuman levels of physical strength and conditioning, a proselyte will master swordsmanship, marksmanship, hand-to-hand combat and pyroweaponry before they are allowed to take the Silver. Their fighting skills are supplemented with an extensive education in strategy, military history and diplomacy. Paladins are also learned scholars. Operating their advanced power armor requires years of tutoring in mathematics, chemistry, physics and engineering. Each paladin could take apart their armor and put it back together blindfolded. Indeed, to take the Silver, they have nearly done just that.

Endowed by the government with the authority to enforce the law, the paladins of the Monastic Order have legal authority to make arrests and public inquiries, to search and seize property with due process and to investigate criminal activity. Officially, the paladins acknowledge all the laws set forth by the government of Lutetia and agree to respect and honor their decisions. Werewolves, and necromancers, so long as they obey the law, are every bit a citizen as any human.

Unofficially, a good deal of tension persists between the pious church knights and the more questionably human denizens of Lutetia. Historically, the Monastic Order has only been at odds with these groups. In the Great Darkness they fought alongside Selene Evêquec and vanquished their supernatural overlords - werewolves and vampires included. Not soon after, on The Night of Black Tears, the paladins dragged their former necromantic allies from their beds and slaughtered them in the streets for alleged treason against the church. Though hundreds of years - nearly a thousand - have passed since those days, there is certainly no lost irony in the idea that an order that was once dedicated to hunting and subjugated monsters and necromancers must now, by law, protect them. Bias and xenophobia varies from knight to knight, but as a group, suspicion and mistrust for the darker demographic of Lutetian citizenry remains.

Within their own culture, however, members of the Monastic Order live a life of brotherhood and piety. They respect one another, treating each knight and cleric as an equal, regardless of gender or experience. Forbidden from owning private property or marrying, they consider the entire Order their family, the Monastery and the city of Lutetia their home. They are committed to their people, their nation, their church ... every moment of their lives spent preparing to defend them ... and if need be, to die for them.

Upon completion of their training, studies, and having performed one feat of valor, a proselyte is inducted into the knighthood of the order after a day of fasting and prayer. They are given an amulet with the Order's icon - the Evêquist raven - and, holding the necklace in their hands, recite the following oath:


"With sacred steel in hand,
I swear service unending to the Light,
To the one, Holy Evêquist Church
And to the people of Lutetia,
That I might defend them from evil and injustice
From darkness, death, the Hungering Wyrm itself,
Through the strength of my sword
The keen of my mind
The fire of my faith
And the weight of my blood

With sacred steel in hand I swear,
To take no spouse, rear no children
Own no lands and hold no wealth
To be honest, generous and courteous to all
To defend the weak, protect the innocent
To bear their burdens, their pains,
And daily offer my life in their stead.

With sacred steel in hand,
I swear upon the name of Selene Evêquec and the Ever-Burning Wick,
To devote my life, my body, my soul to this single purpose -
The destruction of evil, the preservation of good,
The liberation of humanity."




tumblr_niqaj4H6vl1qkgr2ko1_540.jpg


- - - - - - -​
 
Last edited:
The Armory


RoyalArmoryLeeds.JPG



Sworn to protect Lutetia from all manner of evil, the paladins of the Monastic Order face a daunting task. Aside from petty criminals and human lawbreakers, the knights of the city must also contend with Lutetia's overwhelming supernatural element. From rampaging werewolves to bloodthirsty vampire covens and all manner of monsters in between, the mortal champions of the church, formidable as they are, are frequently outclassed in terms of strength, ability and numbers. To this end, the Monastic Order has at its disposal some of the most advanced technology and weaponry available to Lutetian society. With these tools on their belts, the paladins are a match for any foe that dares disturb the balance of their city - wielding gun, blade and flame in the name of peace and order.



WEAPONS


The MRKII Lawkeeper


0a7fd1dd-1b8a-4177-b77b-e30076c410ac
G7CUOmc.png
The lawkeeper is the standard firearm for all paladins. Versatile, durable and able to load up to four different kind of ammunition at once, the lawkeeper is the ideal close-quarter firearm in a city infested with all manner of supernatural scum.

The lawkeeper's standard ammunition loadout consists of four magazines: .40 caliber lead bullets, close-quarter scatter shot bullets, shock rounds and explosive slugs. The lead clip holds 8 rounds, the scatter shot four, the shock clip five and the explosive slugs three. That's the standard loadout - all paladins can customize their lawkeeper's magazine retention as they please. Alternative magazine options include:


-Armor Piercing (.40 cal, Tungsten Carbide jacket, 6 rounds)
tumblr_nivfzoL0Du1qkgr2ko1_400.png


-Silver (.40 Cal, 8 rounds)

-Incendiary (2 rounds)

-Blessed Lead (Consecrated, infused with holy energy, .40 cal, 8 rounds)

-Rubber (.40 cal, 8 rounds)

-Longshot (Increased range, .40 cal, 6 rounds)

-Flare (1 round)


Alternating between ammunition is as simple as flicking a switch. The internal, multi-structured cylinder rotates and loads a fresh magazine into the chamber. The ammunition loaded is indicated by the color panel on the side of the gun - blue for first magazine, red for second, green for third, yellow for fourth. A paladin typically carries two spare magazines of his/her choice as backup.


Due to its enormous magazine capacity, .40 cal round chamber design, complicated internal mechanisms and incredible durability, the lawkeeper is considerably large and heavy for a sidearm. Without any magazines loaded, the lawkeeper weighs about six pounds. This weight fluctuates anywhere between seven to ten or even to fifteen pounds, depending on the ammunition chosen. Paladins are trained to handle the heaviness of the weapon.


The Rosary
tumblr_ns9zcxqM451qkgr2ko1_540.png

The Order's primary assault rifle is a steady blend of versatility, accuracy and firepower. Developed in the early Tarko period by clerical scientists, the rosary hasn't seen an upgrade or new edition in nearly sixty years. Simply put - it doesn't need one. The rosary is a simple, efficient, versatile carbine that has use in virtually any combat circumstance.

The rosary is gas-powered and fires 7.62x39 mm lead rounds at a semi-auto rate of 40 rds/min and a full-auto rate of 1000 rds/min. It has an effective firing range of up to 400 meters. The weapon is extremely durable and reliable, virtually never misfiring or jamming, requiring minimal maintenance and retaining usability in extreme conditions - hot or cold. The weapon can be entirely submerged in water for hours on end and will still be completely intact. With a full magazine of 35 rounds, the rosary weighs about 8 pounds, ironically less then a paladin's sidearm, the lawkeeper.


The V2 Exorcist


If the rosary is balanced and versatile, then the exorcist is raw strength and force. Loaded with high-explosive ammunition designed to target paranormal weaknesses, the exorcist offers absolute destruction and unparalleled firepower. As the Order's primary heavy weapon, it boasts a longer range and a faster rate of fire than the lawkeeper, if slightly bulkier and unable to hold as much ammunition. Let the foes of man fear its righteous roar.
tumblr_nivgc5ehpi1qkgr2ko1_500.png



The exorcist's primary asset is its sheer brutishness. It fires .50 caliber tungsten-jacketed rounds - unheard of in an assault rifle - at a max rapid fire rate of 3 rounds per second. As if the gargantuan caliber of the exorcist round was not deadly enough, each standard shell is also encased with a highly-explosive gel that detonates on impact. A single shot from this deadly rifle can put a crater in a tank - much less a man's chest.


The incredible power of the exorcist is offset by its bulkiness and limited ammunition capacity. Due to the immense size of the .50 caliber rounds it holds, each exorcist magazine holds only nine shots. If held at rapid-fire, the exorcist exhaust its entire magazine in three seconds. The rifle is also enormously large and heavy, weighing about 35 pounds with its magazine. Though paladins are trained to handle this monster with relative ease, they will still find it much harder to pursue foes or be as dexterous whilst wielding the exorcist as they might with the lawkeeper. The bone-shattering kickback is thankfully not an issue, as a paladin's armor typically absorbs the brunt of the force.


Like the lawkeeper, different ammunition types exist for the exorcist besides the standard round. Unlike the lawkeeper, the exorcist cannot hold multiple clips nor manually alternate between magazines. Alternative rounds include:


-Silver (.50 cal, high explosive)

-Flash (.50 cal, explodes in a flashbang)

-Shockwave (.50 cal, explodes in a super-intensity, high-decibel sound wave)

-Shrapnel (.50 cal, explodes and releases sharp shrapnel)

-Blessed (.50 cal, high explosive, resonates with holy energy)





The FFM4 Inferno


FC3_cutout_rpg_flamethrower.png


When shooting or stabbing doesn't work, sometimes you just need to burn it. In these rare but delightful instances, the FFM4 Inferno takes the lead as the Order's premier pyroweapon. Lightweight and incredibly mobile for a flamethrower, the inferno is a brutal - though risky - tool in the hands of a trained paladin. Using a combustible gas blend and lithium-argon pool as its ammunition, the Inferno shoots streams of scathing prometheum - jets of superheated liquid metal - that melts through just about anything in seconds. The inferno has a range of about thirty meters and can fire continuously for fifteen seconds on one canister. Weighing at no more than fifteen pounds, it's a remarkably light and mobile weapon given its offensive capability.


The biggest offset to the inferno is its tendency to backfire. Due to the sheer heat of its firepower, paladins are not advised to wield an inferno unless garbed in full plate, and thus protected from the Inferno's fires in a flame-proof shell of kevlar nomex and nanofoam. Furthermore, the canister linking up to the Inferno can be fired upon. If punctured and exposed to heat, it explodes. While modern models of the Inferno offer protective re-enforced shell casings around canisters (rendering them invulnerable to most small arms), they can still be punctured with high caliber or armor piercing rounds. As such, a paladin must exercise extreme caution when wielding an inferno, lest the flames intended for the enemies of man consume them as well.





Repentance Assault Shot

((Created by Glmster))

tumblr_o31ig7VpIi1qkgr2ko1_1280.png


12 Gauge

Rate of fire: semi-automatic or 300 rounds per minute fully automatic

Length: 1m

Weight: 7kg with drum magazine

Capacity: 8 shot stick magazine or 32 round drum magazine


Geared for close range and urban assault, the repentance bears down with divine wrath upon those deemed sinners. Good for when a paladin needs extreme firepower in tight quarters, but don't expect much in the way of precision with such a destructive firearm. The repentance offers paladins a healthy middle ground between the versatility of the rosary and the beastly firepower of the exorcist, trading long-range accuracy for short-range devastation without sacrificing mobility or magazine capacity.



Sanctifier

tumblr_o91exlVPlq1qkgr2ko1_1280.png



One of the Order's heaviest and most advanced weapons, the sanctifier is a midrange energy weapon which fires three charged steel wires out of its triple barrels. The wires attach themselves to a target and administer a continual electric shock from the weapon's battery. The shock's intensity can be adjusted by the paladin on the gun - be it small enough to work as a debilitating taser or intense enough to fry someone's organs from the inside out. The sanctifier works through physical armor and effects anything not protected from charge that is susceptible to electric energy.


Because of its large battery and wire wheel, the sanctifier is a relatively large and heavy weapon (though not quite so immense and daunting as the Exorcist). Paladins wield it as they do a minigun, with the grip underhand and the weapon resting along the bottom of their forearm. The gun is insulated to protect its user from its voltage, though a wise paladin will typically try and wear shock-resistant armor alongside the gun (the Plate or the Rock, for example). The battery can be replaced easily or, if in dire situations, can be hand-cranked to restore some of its potential.


The Sanctifier weighs 10 pounds and can deliver a maximum 50,000 volt, 500 amp continuous charge over a range of 50 meters.

--- --- ---​

Swords
tumblr_niwnv7BT7T1qkgr2ko1_540.png

The backbone of the Monastic Order's armory is no high-tech pistol or powered suit of armor, but honest steel. Trained in fencing more than any other martial style, paladins are swordsmen unparalleled ... wielding blades no less worthy of their skill.


As their proselyte training draws to a close, an aspirant begins the daunting task of creating their own sword. Using their years of education in blacksmithing and engineering, and with the help of master craftsman, a proselyte handpicks the materials to be used for his/her sword and forges it with their own hands. They smelt the metal, shape it, temper it, craft the hilt, engrave the runes and prayers (if any) and personalize it in design, pattern and color according to their preferences. Whether they choose knighthood or the clergy, they will keep this sword for the rest of their lives - a token of their strength and commitment to the Order.


Each sword owned by a member of the Monastic Order is a unique piece of art created by an individual aspirant. As such, the swords vary drastically from member to member in terms of size, appearance, the utility for which they're most suited for and the materials they're made from. That said, the vast majority of the Order's swords are straight, double-edged longswords or greatswords.


The most common materials used for the forging of a Monastic blade include:


tumblr_niwxpwh2vQ1qkgr2ko1_250.png
Ivaran Steel - The classic. Sturdy, reliable and sharp as a fresh razor, Ivaran steel is the all-around balanced choice for a blade, sporting no overwhelming strength or weaknesses. Tempered and folded to provide the perfect balance between defensive durability and offensive slicing power, Ivaran steel is stronger then most carbon-steel allotropes and is the backbone behind most of the Order's martial weapons.


Lemeux Grey - Named after the sword of the famous Saint Lemeux, Lemeux Grey is a clever steel compound made with a bainite crystal structure and tempered with crystal-lattice dislocations to increase metal bond strength and durability. It's the most durable and flexible of all Lutetian metals, capable of absorbing enormous punishment without bending or breaking. The martensite blend gives the sword its namesake, making the metal a darker grey in color. That said, though the crystal dislocation makes the metal nearly impossible to destroy, it also makes sharpening and grooving the blade difficult. As such, Lemeux Grey isn't the offensive juggernaut that Ramson steel is, or even as lethal as Ivaran steel. The metal is also much heavier. It is most commonly used for greatswords.


Ramson Steel - "The best sword you'll ever have ... until it breaks." Ramson steel is the sharpest of the sharp. Its martensite microstructure and thin-folding forging technique allows the blade to be sharpened to incredible extremes. Ramson steel can stab through werewolf hide, plate armor ... even dragon scales. Unfortunately, its incredible sharpness is offset by its comparative frailty and lack of flexibility. Ramson steel breaks more easily then any other kind of Lutetian metal. It's not uncommon to see grumbling paladins reforging their bent swords or simply attaching new blades to their hilts altogether. That said, for as long as it lasts, Ramson steel is the superior cutting metal. It is most commonly used for longswords.


Brightglass - Ivaran steel alloyed with an Issune mineral - soloux - brightglass possesses a slightly red hue and possesses unique electric properties. Brightglass is the most conductive Lutetian metal. By forging groove patterns along the blade and incorporating soloux concentrations throughout the sword in strategic areas, a skilled smith can effectively choose how electricity travels along the blade. This has many purposes. Smiths can build capacitors into the hilt to store energy - or absorb it, if the metal makes contact with lightning or some other power source for later release. One of the most famous scenes in Evêquec history features Saint Aria Valentine slaying the Demon of Barrows by conducting a bolt of lightning from an overhead storm through her brightglass longsword and then re-directing the energy into the chest of her foe. Due to its complexity, a brightglass sword requires constant upkeep and tinkering to prevent injury to the user. Capacitors wear out quickly and are easily damaged in combat, and the actual utility of having a superconductive sword is usually never necessary in actual warfare. For this reason, brightglass is the least common of the four most used metals.


--- --- ---


HOLY ENERGY

tumblr_nxna37VhT11qkgr2ko1_400.png

The Order's most prized artifacts are the Pleur de Eleue - sacred stones cut from the hearts of gargantuan golems. So great is the energy imbued within these stones that it burns anyone that comes near it. Through a complicated (and painful) process known as 'sanctification', members of the Monastic Order become desensitized to the Pleur's radiation, allowing them to enter its energy field without being burned.


The Pleur have a particularly powerful relationship with certain metals. A hunk of tempered Ivaran steel brought within range of the Pleur's field will quickly absorb its radiation. Metal that has been affected by the Pleur's power is considered 'consecrated'. Like the stones, consecrated metal burns those not attuned to its energy. The bond has extraordinary longevity - a single piece of thoroughly consecrated metal will retain the Pleur's power for decades.


The Order consecrates much of its ammunition and weaponry in holy energy. Most notably, they consecrate the necklaces given to each graduated paladin and cleric. These pendants are called 'sacred silver', though they are actually Ivaran steel. The energy field surrounding these necklaces isn't terribly potent - a non-attuned individual can hold them for about a minute before they begin to seriously burn them. That said, the energy imbued in the necklaces last for centuries.


The most lethal use of the Pleur lie in their ability to power the legendary Armora Astrial. Considered to be the Monastic Order's greatest weapon, these suits of power armor is fueled by holy energy, lending its wearer the strength, speed and prowess of a demi-god. The stones are, however, most quickly depleted while being used to energize the armor. For this reason, the Astrial is rarely fielded - the potential loss of a stone is too great an offset to use the armor against most threats.


Though the Pleur's energy is regarded as 'holy' by Evequists, modern scientists have shown that there is nothing divine about the Pleur. Its radiation is simply a 'zero sum' energy field - no other contrasting power signatures can co-exist with the Pleur's light. 'Sanctification', for all its mysticism, is really just the human body acclimating to the Pleur's radiation. Anyone, Evequist or no, could do it.


In all, twenty-one stones have been found. In the past, three have been lost, two have been depleted and one has been destroyed, leaving fifteen stones left in the possession of the Monastic Order. They are carefully secured in the Monastery's vaults, accessible only by the Council and by ranking members of the Ecclesiarchy and the Inquisition. Attempts have been made to find more stones or to re-energize the existence ones, but all efforts thus far have failed.


--- --- ---
 
Last edited:
((Armory Continued))

VEHICLES



tumblr_noqt5lO5UA1qkgr2ko1_1280.png



]Though a congested, crowded city, Lutetia is not a small place. In order to respond to internal threats quickly and efficiently, paladins must be dexterous and mobile whilst maintaining strong defensive tactics. It must also possess sturdy means of transportation outside the walls, where the monstrous threats of Issunar lurk in the shadows to consume the unwary passerby. Though the Order makes use of standard cars and vans, it also employs unique automative technology, specially designed to give paladins the edge they need on the field of battle.


The Destrier MRK II

tumblr_ohdlloycTn1qkgr2ko1_1280.png

Perhaps the most iconic vehicle of the Monastic Order, the destrier is a 100 horsepower dual-ignition power cruiser motorcycle. Immensely large, well-protected and structured to support multiple fully-armored paladins, the destrier is the ideal transportation for Monastic knights whether they're on patrol or riding into battle.


The destrier is made of a titanium-nitride frame, virtually invincible to small arms. The bike makes excellent cover for paladins pinned down in a firefight. The environment-controlled compartments along the sides of the destrier allow for the safe storage of armor, weapons and supplies, while a gun and rifle holster below the handles ensures that its rider is never caught without a firearm close by. Each destrier comes with a medpack and a fire extinguisher in its compartments and has a built-in GPS. 40' diameter re-enforced tires surmount virtually every terrain and are impervious to blowouts. Built-in speakers allow paladins to carry their voices across entire blocks. Accompanied with police lights and sirens situated along the front and rear of the bike, they make for efficient crowd control. Its heavily structured frame allows the destrier to support enormous weight - even a paladin garbed in power armor can navigate the destrier with ease.

Perhaps the biggest weakness of the destrier is its primary strength. The machine is a bull - twice the size of any motorcycle and three times as armored. It can ram through obstructions, cars, even some buildings while sustaining virtually no damage. With this unrivaled strength comes a lack of agility and dexterity that other, smaller street bikes or motorcycles might flaunt effortlessly. The destrier has difficulty navigating through crowded intersection; it would much more easily barrel through traffic then weave nimbly around cars. Its braking system is decent, though its turning radius leaves a bit to be desired. Mastering the destrier takes a lot of practice, and most paladins that make use of them regard them as mere flashy transportation - more useful as a symbol of intimidation and presence then as an actual vehicle. The knight that has spent time with his steed - that knows how to maneuver it, turn it quickly, use the full potential of its brawn and strength without sacrificing agility - has gained a valuable tool indeed.


--- --- ---

ARMOR



tumblr_okd6daht2p1qkgr2ko1_400.png


For all their training, a paladin is ultimately human. As such, they are often outclassed by enemies in possession of supernatural levels of strength and stamina. Though unafraid to give their lives in defense of their country, paladins also understand the importance of defense and the value of a veteran soldier. To protect themselves from the darkness that threatens their land, paladins garb themselves in the finest protection available - blending traditional plate metal with modern Lutetian science to create truly exemplary suits of armor.


Mark IV 'Vigilance' Combat Shield

tumblr_o91fs4DNaT1qkgr2ko1_250.jpg


The Vigilance is one of the Order's most effective non-full body defensive tools - a retractable shield which expands to a 32-inch diameter round shield and folds into a four inch utility clasp. Made from plates of tempered Ivarian steel, the Vigilance protects against small arm fire, blunt and piercing/slashing damage. The kevlar-nomex lining provides significant heat resistance, and the rubber finish at the handles wards its wearer against electric shock. It weighs about four pounds and can be clipped onto a paladin's arm or kept on their belt.

The vigilance offers a paladin an extra line of protection without seriously decreasing their mobility. Lightweight and retractile to a negligible size, it's the ideal quick-carry tool for a patrolling knight looking for a bit more security. Larger, heavier versions exist which offer even more protection, some expanding as far as 50" in diameter. Heavy vigilances are usually clipped onto power armor which can accommodate the weight. The device is spring-loaded and doesn't require a battery to operate, though the heavier versions do.

In some instances, paladins may find it more advantageous to carry another shield altogether. The Order offers several varieties of full-length combat shields, specially designed to withstand enormous punishment from both projectile and energy attacks. The weight of these shields vary, though as a whole they are typically heavier and more cumbersome than the vigilance. As a result, they are most often taken in conjunction with power armor, wherein the suit's enhanced strength offsets their bulkiness.

The vigilance can be detached from the armor and wielded separately. A trained paladin may also know how to throw the device as a weapon.

tumblr_o91fsdpJGI1qkgr2ko1_540.jpg



Light Armor - Standard Greys


tumblr_o8u1zpkziq1qkgr2ko1_400.jpg
Ballistic Protection: Adequate (Immune to small arm fire, mitigates armor-piercing/high powered rounds)
Energy Protection: None
Force Protection: Adequate (Absorbs lethal concussive force with minimal collateral damage)
Maneuverability: Superior. Virtually no limited mobility.
Weight: 5 lbs

Light armor, better knows as 'Standard Grey', is the paladins most frequently worn suit of armor - sporting during most of their on-duty missions and patrols. Designed to provide maximum protection without sacrificing mobility or comfort, the Grey features a curaiss, pauldrons, gauntlets and greaves, all forged with re-enforced Lemeux Grey steel (from which the armor receives its christening), providing ample protection to a paladin's torso, shoulders. back, groin and limbs. Nanofoam lines the underside of each piece of the armor. The lower arms and thighs are left bare, though sleeves can be rolled down in the winter time. A paladin will usually wear a utility belt alongside this uniform, equipped with the following items:


- Sword and sheath


- Lawkeeper


- Binders


- Flashlight


- Spare ammunition


- Radio


The Standard Grey has been redone many times throughout the existence of the Order. Initially much more cumbersome and bulky, paladins initially suffered from body pains and overheating due to the long hours they would spend wearing the restrictive armor each day. Wittled down to protect a paladin's vital organs, the Grey is much more accessible and comfortable then its counterparts - though far less protective.


The Greys can deflect small-round ammunition, absorb lethal concussive damage and mitigate damage from high-caliber or armor-piercing rounds. It provides no defense against energy attacks. It weighs about five pounds and does not limit a paladin's mobility.




Midrange Armor - The Plate


tumblr_okd6pb7JO41qkgr2ko1_400.png
Ballistic Protection: Superb (Immune to small-arm fire, deflects high-caliber rounds and mitigates armor-piercing damage)
Energy Protection: Adequate (Immune to shock and teleportation, mitigates heat damage)
Force Protection: Superb (Easily absorbs lethal concussive force with no collateral damage)
Maneuverability: Superb (Almost negligible movement impairment)
Weight: 10-15 lbs


When battle calls, a paladin dons the Tessing Full-Body Protective Plate Mail MK-T9 (shortened to 'the plate') - standard midrange armor designed for maximum protection and maneuverability. Far more protective than the Grey and designed to defend against the deadly powers wielded by the foes of the church, the plate is one of the most advanced pieces of armor the Order deploys - surpassed only by the Rock models and the legendary Armoura Astrial.

Lutetian technology has come a long way from its medieval roots. While appearing archaic in aesthetic and design, the plate is a technologically advanced battle suit which surpasses even modern SWAT gear in terms of protection and dexterity. Crafted from interlocking plates of titanium alloy and re-enforced with Ivaran steel, the plate is immune to small fire-arms and most bladed melee weapons. A layer of kevlar nomex beneath the metal protects from piercing bullet rounds and heat while a final body-case of nanofoam absorbs deadly blunt-force and impact energy. The armored plates themselves are connected via welded metal locks laced in rubber - the entire suit is one big Faraday cage, protecting the wearer from electric attack or overcharge. Primium studs embedded in the armor's engravings provide defense against arcane attacks and firmly ground its wearer in realspace, preventing the paladin from being teleported or affected by other-dimensional powers.

Welded from Ivaran steel, the Plate is extremely light for the protection it offers, the typical suit weighing about 10-15 pounds. Given the rigorous strength training each paladin endures and their familiarity wearing the armor, this added weight of the Plate almost virtually negligible. Rotary gears along the shoulders, elbows, knees, lower back and neck work to move the plates as the user's body moves, drastically decreasing immobility. A paladin can move in the plate almost as seamlessly as they can naked, able to run, jump, roll and maneuver with only minimal loss to dexterity. The armor can be donned or removed relatively quickly by a single paladin - they do not need help to put it on.

Despite the Plate's advancements, it is ultimately still standard armor, not powered. It provides protection, but does nothing to enhance the skill or strength of the knight inside. The plate is one of the most commonly used armors by paladins, offering significantly more protection than the greys with negligible agility/movement detriments. Conversely, the plate is far more uncomfortable and stifling than the greys. It is full plate armor - covering every part of a knight's body except their face. The suit becomes unbearable on a hot day, and paladins who spend their shifts wearing it will find a plethora of kinks and aches along their spine and joints in the morning. Popularity between the plate and the greys shift among paladins, with the greys usually finding more usage in the summer time and the Plate being used more frequently in the winter.

The plate is immune to small-round ammunition, shock, heat, and can absorb significant concussive and piercing/slashing damage. It can deflect some high-caliber rounds and mitigates the damage of many armor-piercing ammunitions. It weighs 10-15 pounds. It slightly decreases a paladin's horizontal and vertical mobility.


Heavy Armor - The BG-R12 Power Armor - 'The Rock'​


tumblr_ohdhevbypT1qkgr2ko1_400.png

The R12 is the Order's latest and most balanced suit of power armor.

tumblr_ohdnz0VlEj1qkgr2ko1_400.png

The R10 augments movement speed and agility,
making it ideal for melee combat.
Ballistic Protection: Superior (Immune to small arms, high caliber rounds, significantly mitigates damage from armor piercing and explosive ammunition)
Energy Protection: Superb (Immune to heat, toxin and teleportation)
Force Protection: Indomitable (Invulnerable to concussive force. Wearer can endure concussive force exponentially higher than the lethal limit)
Maneuverability: Adequate with battery power (slightly mitigated movement), inferior without battery (seriously mitigated movement)
Weight: 40-150 lbs (varies on the model)
Sometimes muscle and skill is simply not enough. When the Order is unable to overcome their foes through strength of arms and the power of their weapons, they do what any sensible human does when faced with defeat: build bigger weapons. For the Order, the 'bigger gun' is the Bernard-Gatling 'Rock' Model Power Armor. Constructed from inches-thick plates of tempered titanium-alloy and Lemeux Grey steel, the R1-12 power armor models effectively turn its wearer into a walking tank, virtually invulnerable to conventional firearms and melee attacks.


The BG-R12 is considered power armor. Far too heavy to wear without significantly decreased mobility, the armor utilizes battery power to motorize the gears and cogs along its joints and to stabilize the suit's immense weight. Using this energy, the armor operates far more efficiently, allowing a paladin to run, roll, sprint, and even jump without too much hindrance. As a plus, the power actually increased a paladin's strength whilst inside the suit, allowing them to lift about three times more than usual. In the event that the battery supply runs out, a backup motor generator (continuously charged by the paladin's own movements within the suit) offers auxiliary energy, ensuring that a paladin is never left immobile within their own equipment. That said, the auxiliary generator puts out less than half of what the battery exhibits; movements will be slowed significantly and the strength-boosting powers of the suit will become nonexistent. Power armor without a battery is typically more of a detriment than an asset, unless a paladin is fit enough to compensate for this detriment through sheer natural strength. Any paladin wearing the R12 will also wear a layer of padded nomex-nanofoam, protecting the wearer from heat and the electric charge generated from the suit's circuits. The masks come with smoke and toxin filters, headlights, and limited oxygen reserves. A fanned cooling system keeps wearers from overheating inside the armor on a hot day. Entering and leaving a suit of power armor is simple: the suit opens at the back for entry, allowing an unburden paladin to assume and leave the set at will.

The R12 is only the latest in a series of power armor models deployed by the Order. Its primary boon is versatility, well-equipped to handle virtually any combat scenario. While every archetype offers exceptional protection and strength, they differ from one another in small but tactically-significant ways. The BG-R9, for example, is much heavier than its counterparts and requires more intensive battery power, but exhibits even greater damage resistance. The R4, conversely, sacrifices protection for mobility and increased battery life. While the R12 is the more commonly assumed combat suit, each paladin ultimately chooses for themselves which set most befits their fighting style.

For all the advantages of the rock models, they're far from the masterpiece of engineering that the Astrial is. Bereft of the godly energy source of the Pleur, the rock must rely on comparatively inefficient battery charges which will deplete if a paladin spends too much time in the suit. This hampered power system also effects the suit's functionality. Having no shields, the internal circuitry is more susceptible to damage. A wise paladin will bring repair kits with them into battle and be ready to perform on-scene engineering maintenance to their suit if necessary.

The rock is invulnerable to small and medium firearms, heat, concussive damage and piercing/slashing damage. It significantly mitigates damage from high-caliber/explosive rounds. It weighs 40-150 pounds (depending on the model and equipped gear) and uses a 15 volt, 50 amp/hour battery pack. While powered, it slightly decreases horizontal and vertical movement speed while increasing physical strength. While not powered, it significantly decreased horizontal movement and severely decreased vertical movement.

tumblr_o91d2382AH1qkgr2ko1_500.png

The R9 - An older, bulkier model of the Rock Power Armor. It still sees deployment in campaigns.


--- --- ---


Armoura Astrial


tumblr_nix8m7uVtD1qkgr2ko1_1280.png



When all weaponry, tactics and plans are exhausted, the paladins resorts to their ultimate weapon - suits of holy power armor known as the Armoura Astrial. Begun by by the brilliant Enlightenment scientist, Laurant Devraille, the Astral Armor is a masterwork piece of Lutetian engineering and is arguably the single most advance piece of machinery ever developed in the city. So complicated and expensive are the designs and materials for the armor that only three have been built in the last hundred years - and so demanding is the power source for these suits that it cannot be energized by conventional means. Only by infusing a suit with holy relics, a set of arcane stones known as the Pleuri d'Eleu (Tears of God), can the armor be brought to life. With only twenty-one stones ever found by the Inquisition, and with no known way of replicating them or re-energizing them, the Astral Armor is rarely fielded, most paladins never setting foot inside a real suit. Every second a suit is active slowly degenerates a priceless Lutetian artifact.


That said, when activated and operated by a trained paladin, the Astral Armor is nigh unbeatable. Layer upon layer of tempered Ivaran steel and titanium alloy makes the suit all but impervious to enemy firearms and piercing weapons. A shock-foam submold casing creates an incredible absorption factor, allowing the Paladin to endure enormous blunt-force trauma without losing consciousness or suffering serious injury. It also serves as a vacuum-sealed barrier, protecting the user from foreign toxins and potentially hostile environments. Small primium stones embedded into the armor's torso allows for a tremendous defense against arcane attacks. The Astrial's greatest shield, however, is the Pleur itself. The sacred stone projects an energy field around the suit, protecting its wearer from all non-holy attacks in hemisphere of scorching righteousness. Anyone not accustomed the Pleur's light will find themselves burned if they come too close to active Astrial armor. The shields can be increased or decreased at the paladin's discretion, though increasing the shields will decrease the Pleur's energy.


Beneath the metal but before the body casing is a complex circuitry system linking up to the central power source. Drawing on the incredible energy reserves of the Pleur, a paladin can enhance his strength and speed tenfold - level buildings with a single punch, traverse a street in a single bound and support a great deal of weight. The protected circuitry also protects its wearer from electricity-based attacks, though a considerable voltage can still overcharge the wiring and hamper suit functionality. Thrusters along their boots and lower backs allow for very limited bursts of flight or extended jumps. Respirators in their helmet filters out toxins and is equipped with an air supply. A thermal regulating system keeps the paladin at optimal temperature and is capable of coping with both extreme heat and bitter cold. As far as weaponry goes, each Astral suit is built with flamers attached to their wrists. At a word, a suited paladin is able to eject a stream of scathing protheum, purging his foes in holy fire.


Though these are the basic features every suit of Astral Armor possesses, all three sets are ultimately unique pieces of machinery, each possessing specialized characteristics that gear them towards certain jobs.


--- --- ---
 
Last edited:
CLERICS


tumblr_nsahbzpL9E1qkgr2ko1_400.png



Those proselytes who either choose not to become paladins or are deemed unsuited for knighthood are inducted into the Order as clerics. Great scholars and healers, the clerics are the technical and intellectual backbone of the Monastery, responsible for maintaining internal functionality, safeguarding the Order's relics, healing the sick and wounded and developing new potions, weaponry and technologies for the use of the Monastery.


Upon graduation, new paladins take their training out into the field - launching patrols across the city and outside the walls, honing their martial craft and their combat prowess. Clerics do the opposite. They retreat inwards, furthering their education of academia and the sciences rather than their understanding of the sword and gun. As the scholars of the Order, clerics receive an education far more advanced then even the rigorous curriculum they endured as proselytes. Physiology and anatomy becomes biochemistry, genetics and surgery - grammar and literacy become rhetoric, theology and poetry. Every subject the cleric is familiar with is expounded upon tenfold, their knowledge of the arts and sciences heightened immensely.


Clerics typically choose one or two main academic focuses to study for the rest of their lifetime. These subjects are called their 'traveili', or 'labors'. A cleric will spend the rest of her life in the pursuance of all knowledge related to her labors, striving daily to deepen her understanding of whatever she has chosen to learn. Virtually all of the Order's technology and sacred works of art have been created by Monastic clerics pursuing their traveili, as well as all of the Order's insight into medicine, physics, chemistry, philosophy and alchemy. With the resources of the Ecclesiarchy at their disposal and peer group of brilliant, like-minded scholars, the clerical sect of the Monastic Order is among the most intellectually thriving groups in Lutetia.


Although not the daunting warriors that the paladins are, clerics are still formidable warriors in their own right. While a cleric likely does not see combat as often as a paladin (if at all), they are still required to maintain their skill with a sword. All proselytes keep their blades upon graduating, and clerics are no exception. Visitors to the Miroir de Feu, the great Lutetian library, will find the custodian clerics with their swords belted on their hips - a tradition enacted after the library was nearly burned down by a rogue arsonist in the early years of the Salara Era. Clerics are also trained extensively in unarmed combat - less for martial usefulness and more to perfect body mastery and self discipline. A cocky paladin going one-on-one in a fistfight against a cleric may find himself quickly floored and put into a sleeper hold.


Clerics have the closest ties to the other Evequec branches. They work closely with the Ecclesiarchy, and will often act as the political bridge between the Monastery and the central church. Their relationship with the Inquisiton is strained, due in no small part to the respective quietude and secrecy of both institutions. Among the masses of Lutetia, clerics are typically viewed positively. Many clerics volunteer their skills at local institutions. A hospital with a visiting cleric focusing on medicine will find a skilled surgeon and physician at their disposal. A symphony being graced with a cleric who has dedicated his life to instrumentation will have a musician unlike any other. Unlike their armored counterparts, clerics are the harbingers of peace and knowledge; wielding wisdom and compassion in the name of Selene Evequec and the Eternal Elueu.



Alchemy



Master chemists, the clerics of the Order are responsible for creating the many potions used by the paladins in their fight against darkness. Below are some of the most common potions employed by the Order.



Salve


914.png
]Possibly the most widely used concoction developed the Order, 'salve' is a cherry-red potion brewed from the fermented juice of the Queran fuara fruit and mixed with the digestive enzymes found in the Issune corax root. When exposed to air and applied directly to open wounds, salve cleanses the injury and hardens over it in a flexible, semi-permeable caste, tight enough to staunch bleeding but still perforated to allow oxygen to pass through.


Salve finds usage as a fast acting first-aid tool, capable of stabilizing light-to-moderate lacerations in seconds. It both purifies the wound and molds to the shape of the injury while remaining intact up to twenty-four hours (or until the caste is dissolved in water), making it more effect then traditional bandages. Salve is one of the few potions developed by the Order that is used all over Lutetia. Paramedics often carry vials of the stuff on-hand during their rounds, and many hospitals find use for the potion as a pseudo-bandage.


Salve begins to harden immediately after being exposed to oxygen and must be kept in an air-tight vial. It's nontoxic if consumed (corrosive acids dissolve it easily, as with water), though salve residue stuck in the throat can harden and potentially suffocate someone if they don't drink something quickly. On uninjured flesh salve is harmless and simply begins hardening as normal.


Sirene


[img
tumblr_nsamo1pAxG1qkgr2ko1_250.png
Named after Saint Sirene - the Queran scout who ran day-and-night for three days to warn Selene Evequec of an approaching army - this blue potion is concocted from an organic glucose compound mixed with creatine nitrate and an acid fermented in the bellies of Lornaine toads. Sirene grants whoever drinks it six hours of nonstop energy. Far from a simple boost of power, sirene's chemical makeup forces the human body to breakdown its immense glucose compound gradually, releasing a continuous stream of energy rather then a single, frantic rush.


Sirene also grants its consumer a slight boost to their senses - nothing supernatural, just a quiet boost in attentiveness and a slightly heightened sense of taste, touch and sound. Many who drink it equate the bonus to those granted by several espresso shots - albeit, much more controlled. Outside of the obvious advantages sirene would give a paladin in combat, the potion has found a place among Lutetian post-secondary students looking for ways to stay up all night studying for their exams. It fetches a fine price on the market, though is purchased far less frequently then salve. Consumers beware, however - digesting the chemicals evident in sirene takes a toll on the human metabolism. Individuals under the effects of sirene must remember to eat and drink or risk their bodies being unable to process the energy being pumped into their system.


Bloodbane


tumblr_nsanswH10R1qkgr2ko1_250.png
Developed during the House Caer skirmishes, Bloodbane is a potion designed to combat vampires. Concocted from a toxic blend of anticoagulant organic compounds and a synthetic acid derived from vampire's blood, Bloodbane makes its consumer's blood toxic to many different kinds of vampires, cannibals, ghouls and general monsters who feast on human blood/flesh. Through careful dieting 24 hours before drinking, a paladin under the effects of Bloodbane will feel no discomfort or detriment in their bodily functions - save for a brief, painful burning sensation immediately after swallowing. If their blood/flesh is consumed by a monster, however, the poison takes effect. Bloodbane responds to oxygenation, and to a plethora of enzymes in paranormal biology which convert blood to nutrients. As soon as the blood is mixed with these compounds, it undergoes a violent chemical reaction that transforms it into a potent acid, eating away at anything it touches. The blood will quite literally melt a monster from the inside out.


Being developed during the Caer skirmishes, Bloodbane was designed specifically to combat vampires of Caer biology. With many different kinds of vampires/flesh-eaters in existence, Bloodbane is not a guaranteed catch-all-defense against the children of Caine, though it remains a valuable weapon in a paladin's arsenal. The 'Caer' strand of Bloodbane remains the most commonly used archetype, though different versions of the potion are constantly being tested with different vampire blood. Early successes with the potion led to the myth that a paladin's blood was intrinsically poisonous to vampires, a myth that lasted throughout most of the Caer skirmishes and continues to be murmured among peasantry to this day. Bloodbane is unavailable for public purchase.


Odeur de Garou


tumblr_nsaonsFBr51qkgr2ko1_250.png
Roughly translating to 'essence of werewolf', the odeur is made from a complex blend of snatbug guts, fermented broccoli extract, willowbrook root and Selas pollen. When combined and blended under immense heat, the ingredients create a potion that secretes finely-tuned olfactory fumes virtually undetectable to the human nose. To those with heightened senses of smell, however, the stench is unbearable - a sickening, pungent aroma that dominates and overpowers every other scent in the area. The odeur was made to combat werewolves, designed to eliminate their sense of smell in combat. Prolonged exposure to the scent is known to cause severe headaches among garou, with some lycans being unable to do anything more than growl when the stench of the odeur is in their nostrils.


The odeur can be applied anywhere on the skin or on any item, though drinking is toxic and should be vomited immediately if ingested. It was discovered by the Querans in the early years of their war with the Iverians, experimenting with different odors on captured prisoners and garou natives. They would eventually perfect the foul concoction and coat their musket balls and shields in the stuff. The odeur is unavailable for public purchase.


Sunray


tumblr_ok87r5YXgz1qkgr2ko1_250.png
Created during the Barrows War to fight the undead, Sunray is a topical potion designed to be applied directly to a metal melee weapon or armor. Once contacted with a metal (steel or iron, primarily), Sunray glows a bright gold and exudes an aura of intense heat which affects other non-metallic surfaces. This significantly increases the damage of melee weapons; paladins can both rend and melt their way through their opponents, provided they are also unarmored. Furthermore, the 'glowing' effect offers a paladin illumination in dark places - their sword becomes their torch.

Sunray is most effective against unarmored opponents, and was designed as an answer to the hordes of undead plaguing Lutetia during the Barrows War. Clerical scientists struggled to create a potent mob-killing weapon that posed minimal threat to Monastic troops. 'Sunray' was the solution. Paladins would layer themselves in heat-resistant clothing before donning their armor and then smother their blades and platemail in the potion. A knight could literally charge head-first into a mob of undead and begin butchering them; any zombie who came too close would be fried.

Sunray is usually not used within city limits, due to the incredible fire hazard it poses to surrounding buildings. It is not available for public purchase.


Onyx


oLSsgP0
oLSsgP0.png
A vile, murky-black potion, onyx is one of the Order's most controversial supplements. Developed as a solution to strength/speed disparities between paladins and paranormals, onyx grants its consumer a temporary boost to their reflexes, motor speed and physical strength. Though the consumer's capabilities are not quite at the superhuman level, they are significantly bolstered beyond what he might normally be capable of - around 1.5 to 2 times beyond an individual's average capacities. This boost comes at a price, however: onyx decreases cognition and reasoning skills for as long as the effects last. Moreover, onyx is notorious for its highly addictive chemical base. Many paladins have taken an unhealthy liking to the potion, imbibing it recreationally or in combat situations where its use is unwarranted.

Onyx was an early clerical invention in the days before the Monastic Order invented power armor. Paladins consumed the potion to grant them an edge against physically superior opponents, allowing them to at least keep up with lower-tier garoux or vampires. As technology became the backbone of the Order's armory, onyx took a backseat to high-tech armors and firearms; power armor is both better at bolstering strength, more protective and offers none of onyx's downsides. Still, onyx does see some use in modern day combat, typically as a last resort.

Onyx is extremely toxic, and will incapacitate or kill anyone who consumes it without the proper conditioning. Paladins are trained to acclimate to onyx's effects through their training as proselytes, imbibing small, non-lethal doses of the substance and taking special medication which forces their bodies to adapt to the supplement's chemistry. They are also trained to function at a cognitively-passable level while under its effects. A common training exercise among older proselytes is to consume onyx under the supervision of a master and then endure an intellectually vigorous debate with another classmate, or are made to sit quietly and meditate, focusing themselves and remaining calm in the midst of the drug's influence.

Onyx is unavailable for public purchase, but is nonetheless a popular commodity in the Lutetian underworld where it is illegally traded as both a battle stimulant and opioid.

---​
 
Last edited:
PROSELYTES


4Q9E9rU.png

The uniform of a proselyte - similar in design and color scheme
to the military jackets worn by off-duty paladins.

The future protectors of Lutetia, proselytes are students at the monastic academy studying to become the next generation of paladins and clerics. Enrolled in perhaps the most rigorous education and athletic program in Lutetia, proselytes strive daily to improve themselves in body and mind, constantly in pursuit of the ideals and virtues that the Monastic Order is built on.

Proselytes are taken into the Order at a young age - anywhere between five and ten. Many are orphans 'adopted' from their foster homes. Others are given to the Order by parents who want their children to have better lives then they can provide. Some are the offpspring of wealthy families who seek to boast the honor of having a paladin in the bloodline. Each applicant is reviewed by the clerics, tested for intellectual and physical aptitude. Many are turned away.

If admitted, proselytes are immediately enrolled in the academy to begin their training. They study anywhere between nine to twenty years before taking the silver and becoming a paladin or a cleric - assuming, of course, that they are not expelled. As students, proselytes face an incredibly difficult curriculum. They must train their minds and bodies to near inhuman extremes, learning to master the church's various technologies and sciences as well as the philosophy, history and arts essential to the Order's core values. Education is largely overseen by the clerics, with some paladins providing tutorship in gunsmithing, blacksmithing, swordplay, martial arts, marksmanship and physical fitness. A proselyte studying in the Monastic academy is being given one of the most extensive educations available to Lutetian society.

Despite the demands placed on proselytes at the academy, it's not entirely all work and no play. Proselytes are given free time throughout the week to see family, explore the city and pursue their own interests. Some classes - especially the combat-oriented ones - demand teamwork and companionship between proselytes. Friends are made. Cliques are formed. In some ways, it's very similar to a typical high school or university. Burdened with the defense of their nation or no, proselytes are still teenagers who often need to do a lot of growing up before they're ready to be the protectors of Lutetia.

There is no tuition for proselytes. Everything they need is provided for them. The only 'fee' a proselyte must pay to the Monastic Order is his life.






The Academy

tumblr_nsu474lQx11qkgr2ko1_1280.png


Technically considered a part of the Monastery, the 'academy' (its unofficial name) is the place where proselytes live and receive most of their education. Set across the courtyard from the central monastery, the academy is nearly as big as its counterpart and is equipped with a wide array of utilities to enhance the learning experience of its proselytes.

Dormitories are located along the east and west wings of the building. Floors are co-ed, though roommates are usually paired up according to their gender. Most classrooms and laboratories are located closer to the middle of the building, including a large recreation center where proselytes weightlift and train their agility on rock-climbing walls and obstacles courses. Lockers line the hallways for students to store textbooks between classes. Proselytes make use of the courtyard for many training exercises, including sparring and martial arts lessons. Despite their proximity to the central monastery, students only enter the main building for shooting classes to make use of the firing range.

The classes offered by the academy are extensive. Though proselytes have some leeway in what they choose to study, all students have required courses they must complete if they hope to take the silver. They must complete through calculus II and mechanical engineering, physics III and hydraulic machinery with advanced circuitry, organic chemistry I and basic toxicology, biology II, alchemy I and basic potion crafting, monster studies IV, forensics III and advanced crime scene analysis, literature II and classical Queran, theology III and advanced Eclarii analysis, mental fortitude and psionic repulsion, history IV through the Lutetian Renaissance and tactics II, advanced analysis of the Salara codex. Each of these classes naturally have mountains of prerequisites backing them. Students usually begin to reach the end of their required classes around seventeen or eighteen years of age. These are by no means the only things studied in the academy. Electives range all over the academic spectrum, from music and poetry to agriculture and cooking. Students also have complete access to the Miroir de Feu, the largest and most expansive library in all of Lutetia.

TgvLkkI.png

A typical proselyte record file.

In addition to the mandatory completes, every proselyte must be able to dissemble, clean, reassemble, fire, reload and repair every firearm used by the Monastic Order. They must be able to take apart a Destrier MRK II engine and put it back together (as well as drive the machine to begin with). They must receive at least passing marks in swordsmanship and marksmanship. They must be able to run a mile in six-to-seven minutes (varies between students) and must be able to run at full sprint for three-to-five minutes without stopping (varies). They must be able to scale the 'black level' rock climbing wall. They must be able to tie effective climbing and binding knots. They must be able to stitch a wound, set a broken bone and perform CPR. They must be able to bench 1-2 times their body weight and squat/lift 3/2-3 times their body weight (varies). They must be able to create their own sword.

Each student has a file that includes basic information about them, their schedule for their current semester and brief notes about their progress.

In addition to their daily free period, proselytes have no classes one day a week (usually the first day of the weekend). On this day, students are free to sleep in, meet family, explore the city or pursue their own projects. Contrary to what might be believed, the Order encourages its proselytes to get out and experience Lutetia for themselves (albeit, safely). Students are given a meager allowance every month - hardly enough to buy anything substantial, but enough to get a meal outside of the Mess every now and then. Allowances stack, so students who don't spend often accumulate funds.

Like any school, the social lives of the academy's students vary. Some make heaps of friends in their studies. Others keep to themselves. Friendship and camaraderie is encouraged by the Order, and many classes are designed to bring the student body closer together. The Monastic Order is a family. Healthy interaction and affection between proselytes is essential to the wellbeing of the institution at large.

Though the strict discipline and regimented schedules of the academy keep most students in line, proselytes are, ultimately, teenagers. Mistakes will be made, regrets will be had and stupid decisions will naturally abound. The academy understand this, and has devised a 'demerit' system to provide leeway and forgiveness for the follies of proselytes while still maintaining discipline. Students with many demerits are subject to all manner of hardships and chores until they can bring their number down, and a history of demerit accumulation may seriously affect how early they graduate. Some sins (swearing, violating dress code, being repeatedly tardy) will result in only a few demerits, whereas more serious crimes (sneaking into the dorm of an opposite gender at night, drinking, leaving the academy past curfew, cheating on an exam) will result in a high-count, and possibly even expulsion. Expulsion is uncommon, but not unheard of. Proselytes are essentially returned to whatever home they came from with nothing but the clothes on their backs - be it a sprawling manor or an orphanage.

Finally, proselytes may leave the academy whenever they like. No one within the Order is forcing them to stay. Once they take the silver, however, they are bound to the church till their lives end. Given the prestige of the Order (and the fact that most of them don't have many places to turn if they leave), leaving the academy is incredibly rare.

---
 
Back
Top