Friday, May 2, 2025

OSR: Faction Advancement: The Brothers of Zulin and Knights of the Crimson Mercy

Ideas borrowed from my nemesis.

by Fetsch
I love modular classes, where players can customize their character to their heart's content.  This is why the Wizard is my favorite class, for the base GLOG Wizard (my version here) is just framework that you can build almost anything on top of.  

This is difficult, however, because making classes is hard, so my second favorite thing to do is create external, diegetic systems that players can engage with in-game.  By taking action in the game, the players can gain new powers and resources to boost their character's strength and increase their options.  

Additionally, as expressed here, Factions are extremely useful for adding useful chaos to the game, promoting intrigue and complex choices and conflict, all of which will improve your game.  They are basically adventure-hook generators.  As such, here's Faction Advancement.

How it Works:

All Factions have a Prerequisite to Join.  If you can meet this Prerequisite, you can get in.  This is, assuming you haven't done anything to offend them that might bar you from entry.  You won't be invited to become a Paladin if you're well-known as a criminal and miscreant or if you have a reputation of being a witch-hunter and demon-slayer, no dark cult is going to allow you to join.

You start at the first rank of the Faction and by performing mighty deeds for them or helping them to accomplish their goals, you can rise in rank.  Increasing your rank grants more access to that Faction's secrets and resources.  Not all factions provide the same benefits- a Wizard's College might offer greater magical knowledge, while a Monastery of Warrior-Monks might teach you how to walk on water or drink poison without being harmed, while a criminal syndicate might teach you how to expertly forge documents or crack even the toughest safes.

by Fetsch
The Brothers of Zulin

The Brothers of Zulin, or just the Brotherhood to it's members, are the Paladins of the Church, the most famous order of martial warriors that serve under the Hesayan Church's banner.  They aren't the only ones, but they are the most well known.  They are famous for accepting no monetary rewards for their services, those this is mostly propaganda, as they will also solicit those who they aid to make a "donation" to the Brotherhood or to the Church.  

They are also known to aid the Church's Witch-Finder's, helping them track down Magi who practicing black or heretical magic.  This is a complicated role, as this can mean stabbing an evil necromancer to death and sometimes it involves arresting someone's kindly grandmother on the suspicion that she is consorting with demons.  Despite this, they enjoy a very good reputation as unswerving moral paragons, particularly when compared to more secular Knights.     

Prerequisite to Join: You must be a Knight, the social rank.  Alternatively, you can join as a Squire or a non-Noble fighter, but you must agree to serve the Brotherhood for ten years, regardless of rank.  Regardless of how you join, you must swear the following oath:

"I swear to obey the Authority and His Laws, Lord Zulin, Prince of the Heavens, his holy bride the Prophetess, May She Live Again, and the order of the Church.  I will humbly serve those set over me, except when their orders afflict with the Law of God.  I swear to take no spouse and accept no reward for my deeds.  I swear to protect the helpless, the weak and the vulnerable.  I swear to fight evil when faced with it and grant it no quarter.  I will make no false oaths nor use any unjust tactic.  I will serve until my last breath or I am granted leave to depart the Brotherhood."   

Laws: 
The Brothers of Zulin's laws are contained within their Oath.  Specifically, members are called to...
- Obey Zulin, the Prophetess and the Church
- Protect the Helpless, Weak and Vulnerable
- Fight Evil and give it no Quarter

Rank 1: Initiate

The Initiates are the lower rungs of the Brotherhood.  They are considered apprentices and novices, to be educated and protected by the higher ranks above them.  They have no privileges and are granted no special rights.  They can also be expelled from the Brotherhood for any significant lapse in courage, virtue or conduct.  Generally, Initiates will be assigned to serve a Brother or higher-ranked member of the Brotherhood as a Squire.  

Benefits: 

Those who attain the rank of Initiate receive double the normal Magic Resistance that the Hallowed State would grant, as long as you keep your vow and maintain your Hallowed State.       

Rank 2: Brother

Brothers are the rank-and file of the Brotherhood.  They can often be encountered traveling in pairs or trios, hunting down rogue Magi and patrolling the borders of the wilderness, seeking to sniff out and destroy any threats to the faithful before they can grow too dangerous.  To advance to Brother, an Initiate must demonstrate both cunning, courage and virtue and usually accomplish some dangerous task all on his own to be worthy of the rank.  

Benefits:  

In feudal terms, a Brother of the Brotherhood is considered a Knight in any Hesayan Kingdom, regardless of his starting rank.    

Those who attain the rank of Brother are permitted to wear the colors of the Brotherhood on their armor and shields, proclaiming their allegiance to the Church.  Many humans will not interfere with such people, as the Brotherhood is well-beloved.  A Brother of Zulin can easily find allies in both great halls and humble hovels.  People won't throw away their lives for a Brother, not unless the situation is dire, but Brothers are generally given the benefit of the doubt and find it easier to convince people to do things for them.  

Brothers also have the right to draft an Initiate to act as their Squire and attendant, though the Brother will be expected to educate and protect the Initiate while under the Brother's command.  

Brothers are also taught the ritual of Summon Soul.  If a Brother finds a freshly dead corpse that has not been exposed to the sun or been immersed in water for one hour or more, he can attempt to summon the soul of the corpse back from wherever it resides temporarily and ask it a question.  The Brother can ask a number of questions equal to his COG modifier- for each one past that, he runs the risk of the soul escaping his grasp or accidentally drawing the attention of a Spirit.  

Spirits drawn to these questioning sessions tend to be malicious and will sometimes give the Brother cryptic insight into the future to fill him with anxiety, or the Spirit might simply lie or speak nonsense to frustrate the Brother and amuse itself.

by WanderingInPixels

Rank 3: Paladin

Paladins are high-ranking members of the Brotherhood.  To achieve this rank, one must not only put in many years of service, but be exceedingly brave, virtuous and skillful.  One must be an excellent warrior, a skilled commander and a political animal.  There are a limited number of Paladins serving the Church at any given time, so in order to earn this coveted position, one must be willing to scheme and maneuver.  

That being said, one cannot be too underhanded with their politicking, as those who fall from Zulin's grace are said to never be able to achieve the rank of Paladin.  In the Brotherhood, it is said there are only three ways to achieve the rank of Paladin: slay a Dragon, lead a Crusade or arrange for your rivals to get caught with their mistresses.

Benefits:

In feudal terms, a Paladin of the Brotherhood is equivalent to a Lord.

Paladins of the Brotherhood are figures of significant veneration.  They are given wide latitude to pursue the goals of the Brotherhood and the Church and will always be given the benefit of the doubt.  They are revered as skilled warriors, faithful defenders and stalwart heroes.  People are usually willing to give them whatever they ask for and are more than eager to serve or help them.

Paladins have the right to draft any Initiate or Brother into their service as bodyguard or personal attendant, though the Paladin will be expected to educate and care for the lower member of the Order.  Paladins are also granted the right to call forth all members of the Brotherhood nearby and enlist them, provided the cause is worthy.

Paladins are taught the ritual of Exorcism.  If a creature is possessed by a Spirit, the Paladin can attempt to drive it out through the power of faith and Zulin's authority over wicked spirits.  Note that this ritual also works on the Undead, as the Undead are dead bodies being "possessed" by a summoned spirit.

Paladins of the Order are given the right to carry one of the Brotherhood's relics into battle with them.  That being said, the Paladin must protect, care for and return the relic after using it.  Each one of these is a priceless treasure and woe be upon any who lose or disrespect such a relic.        

Rank 4: Master

The Masters of the Brotherhood are the leaders of the whole Order.  There are very few of them, generally only a handful per Kingdom depending on the size and each one is responsible for the protection and governance of the Order.  Masters are largely independent and able to do as they please, provided they do not trample over the other Masters near them or disobey the orders of the Grandmaster of the Brotherhood, the highest ranked of the entire Brotherhood.  

Despite their exalted status, most people haven't really heard of the Masters, the Paladins taking up most of the spotlight.  This is the way the Masters prefer it, portraying themselves as the elder statesmen and bureaucrats who keep the Brotherhood running while the Paladins are off killing slaying monsters and rescuing maidens.  And while some Masters do devote themselves to the administration and governance of the Brotherhood, just as many spend their time afield, hunting down and destroying the forces of evil.  

Benefits:

In feudal terms, a Master of the Brotherhood is equivalent to foreign Prince.  Almost no Nobles will tell them they have to do anything and will phrase any orders as polite suggestions.  Even then, the Master is permitted to ignore it, provided the needs of the Brotherhood, the Church or Zulin demand he do otherwise.      

Masters have the right to draft any lower member of the Brotherhood into their service as bodyguard or personal attendant, though the Master will be expected to educate and care for the lower member of the Order.  Masters are also granted the right to call forth all members of the Brotherhood nearby and enlist them, provided the cause is worthy.

Masters are taught the ritual of Communion.  By entering a trance after a period of prayer and fasting, a Master can leave his body and temporarily ascend to the Divine Court of Zulin, where he can greet the Saints and Martyrs of the Church and ask them a question about the past, present or future.  In extreme cases, when even such blessed ones cannot aid him, one of the Gods of the Court or even the Prophetess may speak to him instead.

Masters of the Brotherhood are given the right to carry any of the Brotherhood's relics into battle with them.  They will be expected to care for and return the relic as per normal- even a Master's privileges only extend so far.     

by Icemacob
Relics of the Brotherhood:

1d6
1- The Ribs of St. Ferragun.  Patron saint of Wrestlers, the crushed ribs of this saint are encased in a wearable reliquary.  While wearing it, the bearer has supernatural strength and skill when it comes to wrestling, able to wrestle larger and stronger creatures with no disadvantage.  He could wrestle a giant and possibly win.
2- The Robes of St. Aleto.  Scourged and beaten to near-death, this robe soaked up the Saint's holy blood as he walked to his death.  When laid across an injured person, it will absorb their wounds, healing them for 1d6 HP and restoring 1d6 FS.  If they have a Horrible Wound, instead it takes that Wound away entirely, as if it never happened.  This can only happen 1/Day per person.
3- The Spine of St. Elizor.  His bones torn from his flesh, Elizor still prayed for his captors, that they would turn from their evil ways.  When his spine is displayed, evil creatures must save or be filled with fear.  On a failed save, they will flee from the sight of the relic.  Supernatural creatures of evil (such as Demons or Undead), if the bearer of the relic has equal or greater HD than them, must make a second save or be instantly destroyed by the presence of St. Elizor.
4- The Banner of St. Capir.  Capir is patron Saint of Sailors, known for his war against the pirates plaguing his homeland and his mercy to the heathens who they preyed upon.  He was eventually captured and flayed, his skin made into a banner.  But when hoisted above a ship full of wicked men, the ship sank and all the wicked were eaten by sharks.  The righteous were rescued and brought the banner with them.  Any ship that flies this banner, if there are more righteous men aboard than wicked ones, the ship will not be troubled by storms or bad weather on the way to the destination.  But if raised aboard a ship full of wicked souls, it will sink the ship and slay them.
5- The Hands of St. Narei.  Narei was a dutiful bride and mother of two before her husband and children were struck by a Servant of Plague, who killed her husband with the sword and her children with the Flux.  Narei refused to sit idly by, but instead disguised herself as a fighting-monk and went after the Plague-man, harrying his servants.  She was able to heal the faithful by laying hands on them and when confronted by those possessed by the plague spirit, she could exorcise them.  She became the foundation for the resistance to the Plague-Knight, who eventually captured and killed her, chopping off her hands so that they might never heal.  And though she died, the power given to her only grew.  When touched by the hands of Narei, a creature can be cured of any poison or disease.  Any spirit possessing them must save or be instantly be exorcised, including spirits of disease.  Even if a spirit resists the power of St. Narei's hands, repeated exposure to them will destroy the spirit, giving it true death.         
6- The Skull of St. Shiyane.  One of the original followers of the Prophetess, Shiyane was possessed by six demons.  At her command, Zulin also possessed her and drove out the demons through his power.  Shiyane afterwards became the Prophetess' most devoted follower, becoming her handmaid and preaching Hesaya's rebirth, even when she was broken on the wheel and tortured to death for her blasphemy.  Her skull retains the sacred power of Zulin, when unveiled, no non-righteous person or creature can cast spells or work magic within sight of the Skull's empty, yet still-seeing eyes.  This also includes creatures that are naturally magical, such as Demons, Dragons or Genies.  
7- The Finger of St. Lexana.  One of the Wizard-Saints, the ring of Lexana was recovered after her body was nearly incinerated during a battle with one of the Secret-Masters of the Minions.  While carried, 1/round, the user can instantly unbind any one spell, no matter the skill the caster had nor the complexity of the spell.

by ArtofTy
The Knights of Crimson Mercy

The Knights of Crimson Mercy are a warrior brotherhood dedicated to the worship of the six-armed War Goddess Maza-Etri.  As men are forbidden from being priests of this Goddess, the Knights were created as a work-around.  The Knights act as the assistants and helpers of the Priestesses of the Red Temple, as well as acting as the warrior arm of the religion.  

They are only really common in the nation of Canvar, where Maza-Etri is honored as the patron Goddess and restrict themselves usually to their homeland, only traveling abroad at the command of their Goddess.  The only other reason they might be abroad is during a Crusade, for Maza-Etri is a vassal of Zulin and part of his Divine Court, so any military actions backed by the Church will likely not only see the men of Canvar, but the man-servants of their Goddess as well.  

Prerequisite to Join: One must be a man and a worshiper of Maza-Etri.  Being a Knight is helpful, but not required.

Laws: 
Members of the Knights of Crimson Mercy are expected to...
- Serve Maza-Etri, the Red Temple and her Priestesses
- To defend the land and people of Canvar from enemies within and without
- To be a good husband 

Rank 1: Squire-Nurse

The Squire-Nurses are the lower ranks of the Crimson Mercy.  They are taught the basics of healing and battlefield medicine.  They can sew and clean wounds, diagnose common ailments and deliver babies.  For this reason, they are often referred to as 'half-husbands', a riff on "midwife".  They are also educated in combat, poetry and courtly manners.  They are also sent to the Red Temple (if young) to learn the Art of Flowers or Flower-Arranging, a euphemism for how to please a woman sexually.    

Benefits: 

Squire-Nurses gain the Medicine Skill.  They also gain the Flower-Arranging Skill.

They are given a suit of half-plate, painted red and white to wear to mark them as a junior member of the Crimson Mercy.  They will be granted free food and lodging at any Shrine of Maza-Etri or Monastery of the Crimson Mercy.         

Rank 2: Knight-Herbalist

The Knight-Herbalists are the most common type of Crimson Mercy Knight a citizen of Canvar is likely to encounter.  They work out fortified Hospital-Shrines, healing the sick and fighting the enemies of Maza-Etri.  They are feared and respected by nobility and commoners alike and though welcomed, people are never comfortable around them.  They are extremely useful people to have in a dangerous situation, but not nearly as popular in peace-time.  For this reason they often keep to themselves, staying with the Priestesses or in one of their Monasteries when they travel.

Benefits:

Knight-Herbalists gain a bonus to their Medicine and Flower-Arranging Skills, from +1 to +2.  

They are given the full red plate at this point.

They can draft a Squire-Nurse to act as their assistant, though they will be expected to provide, teach and care for their Squires while under their command.

They are considered legally able to be married and can be married off to any full Priestess of the Red Temple.  A Knight-Herbalist can refuse a match, should he wish, but this would be considered both rude and offensive.  A Knight-Herbalist may be married to multiple Priestesses at once, as long as both Priestesses' agree on the arrangement.  This fact is also considered a closely guarded secret and is forbidden to be shared outside of the Order or the Red Temple.       

He is given a Snake Companion.  This will be one of the Sacred Serpents, a pale white snake with red eyes, the holy animals of Maza-Etri.  This snake will form a contract with the Knight and in exchange for faithful service to the Knights of Crimson Mercy and service to the poor and lowly, the Serpent will grant the Knight-Herbalist power.  The Serpent must also be fed and cared for properly, if the Knight fails in this duty, the Serpent is fully within it's rights to deny him it's powers.

Through their Sacred Serpent, they gain: 
- The ability to cast spells as per a Level 1 Free-Form Wizard, but the Knight-Herbalist can only cast spells that cause an effect that would fall under one of Maza-Etri's domains (Sex, War, Medicine, Pregnancy, Motherhood and Hunting).    
Rank 3: Commander-Physician

The Commander-Physicians are the primary Leaders of the Crimson Mercy, overseeing both hospitals and battlefields, destroying enemies both internal and external.  They are considered the best physicians in Canvar and though they provide healing to any who ask, the nobility are always willing to offer favors or large donations to the Red Temple if a Commander-Physician can directly see them when they are injured.  Despite their fame, the Commander-Physicians are even more feared.  

Some say that they are changed by their close association with the Goddess, rejecting all women apart from their Goddess.  There are also persistent rumors that their skin is cold to the touch, they have slit-pupil eyes or long fangs which they use to pierce the flesh and drink blood.  The Knights officially deny these rumors, though it should be noted that Commander-Physicians almost never spend much time with normal people outside of those associated with their Order or the Red Temple.  

Benefits:

Commander-Physicians gain a bonus to their Medicine and Flower-Arranging Skills, from +2 to +1d6.

They can draft a Squire-Nurse or Knight-Herbalist to act as their assistant, though though they will be expected to provide, teach and care for any members of the Order while under their command.

Commander-Physicians are considered married to all Priestesses of a certain rank, so they can call upon any Priestess to perform the duties of a wife for them, though they will be expected to perform the duties of a husband to any Priestess he is considered "married" to.  This is a closely guarded secret within and without the Order, only known to the upper ranks of the Crimson Mercy and the Red Temple.  

Through their Sacred Serpent, they gain:
- Thermal Vision, able to sense the presence of heat sources, allowing them to "see" in perfect darkness.  When they use this ability, their skin becomes cold and clammy.
- They gain retractible fangs which can produce venom.  They gain a bite attack and can, on a hit, do 1d6 sharp + 1d6 DEX damage.  If this DEX damage reduces a creature to 0 DEX, it paralyzes the creature.  They can also cover their weapons in this venom.     

Rank 4: Marshal-Healer    

Marshal-Healers are the highest rank that can be achieved by a member of the Crimson Mercy, apart from the First Physician/Marshal Prime, the leader of the entire Order.  The Marshal-Healers are the commanders and surgeon-generals of the Order, in charge of both the saving and taking of lives.  They are known to leave much of the day-to-day running of the Order to the Commander-Physicians, spending most of their time protecting Canvar from distant threats, researching diseases and searching for cures and attending to the high-ranking members of the Red Temple.  

For political reasons, the Marshal-Healers spend almost all of their time sequestered in one of the Hospital-Shrines or traveling incognito, disguised as a lower-ranked member of the Crimson Mercy.  They are not allowed to enter the capital of Canvar or visit the King's Court without special permission, as the royal family still wisely fears that the Crimson Mercy might be tempted to overthrow them, perhaps in a de facto sense, keeping them alive but making them puppets of the First Physician, or even in a de jure way.  Though they were called the Red Star Knights when they openly ruled, how much has really changed besides their name and Heraldry?

Benefits:

Marshal-Healers gain a bonus to their Medicine and Flower-Arranging Skills, from 1d6 to 1d6+1.

They can draft any lower member of the Crimson Mercy to act as their assistant, though they might need special permission to pull a Commander-Physician away from their duties, depending on what he has been assigned to do.  They will be expected to care for, protect and provide for any lesser members that they draft.  

Marshal-Healers are considered married to all Priestesses of a certain rank from the Red Temple.  They can call upon any Priestess to perform the duties of a wife for them, though they will be expected to perform the duties of a husband to any Priestess he is considered "married" to.  This is a closely guarded secret within and without the Order, only known to the upper ranks of the Crimson Mercy and the Red Temple.  

Through their Sacred Serpent, they gain:
- Increased potency of his venom.  His venom now does 2d6 DEX damage.  
- The ability to transform their bodies into that of sacred serpents, taking on the serpent form.  While in this form they keep their serpent powers (thermal vision, fangs, venom) but cannot talk or do anything that would require human hands or mouths.  Additionally, only skin-tight, organic clothing can shapeshift with the Marshal-Healer, everything will be left behind when the Marshal-Healer changes his form.
- The ability to molt his skin.  This is a week-long process where the Marshal-Healer sheds his skin.  This allows the Marshal-Healer to regenerate lost body parts (as long as they aren't internal organs) and increases his STR, DEX and CON by +1.  He can also reduce his age by 1d10+10 years each times he molts his skin, regaining the body he had at that age.  However, this also causes him to take on a more and more serpent-like appearance, from slit-pupil eyes, to losing his hair, to having pale, fine scales instead of human skin.  If this is done enough time, the Marshal-Healer will undergo his final molting and will emerge not as a man, but as an enormous, albino serpent with red eyes.

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