Years after the sacrifice of the First Lantern, the Six Flames believed that the encroaching darkness would not be survived by a single answer alone. Although unified in their cause, they were each transformed by the trials and tribulations of the Great Hunt and the responsibility they bore since the Cataclysm. And so, they parted ways not in severance, but in belief, constructing the six major lodges across Erden where their hard-fought lessons could be passed on to future generations. The Lodges became havens, academies, and beacons of hope amidst the darkness, led by distinct philosophies of survival. A philosophy that teaches evil must be met with decisive force, another that wisdom, preparation, endurance, adaptation, or the rekindling of hope were the truest weapons against hopelessness. From the Lodges emerged six enduring disciplines, each offering a unique choice to the same question that united the Seven Flamed Reformers: How do we survive the darkness without yielding to it? While their methodology varied, all remained bound to the common purpose; to carry the light of civilization along the broken roads of the world, and to ensure that no Enclave stood alone against the dark.
While players will be particularly ready to dive into a sub-faction, they will need to go through some trials and traditions in-game first before being a full fledge member of their intended Lodge. That doesn't mean you can't start planning/playing your intended archetype or creating a new one that fits in the Lodge you wish to join, remembering that ALL NEW LWS TWICEBORN begin in the Lodge of Cunning Foxes. Reaching the rank of Wayfarer, a player might apprentice to a Strider from a promising Lodge if they are chosen and invited via letter during their Downtime (this is Roleplay between games, this does not override your Downtime action). Reaching the rank of Strider, a player can become a full known member to a Lodge of their choosing and be able to wear insignia and emblems representing their Lodge. Over time the ability to obtain higher ranks such as Emberkeeper or Master Strider will become available when timing, traditions, and player capacity has grown. Until then we hope you are ready to train and study under the tutelage of Grandmaster Valstaff at the Crossroads of Liminalis.
Notice: The below archetypes are intended to give LWS Players a sense of direction in their spending of Character Points, to represent a role to play in their faction. It is by no means a definitive map of how you should spend them, just a means of fun to represent your own unique playstyle in the world we have created for you. Below each Lodge title you'll see that Lodge's philosophy and summary, which underscores how they teach their Striders. Use the information provided as you wish, go forth have fun and find your path Strider!
Long before the faction was reformed, there existed many individuals from a unique network. They passed down their skills and lessons to the next generation, and they too followed in suite. Those early faction members don't know it, but they laid down the foundation of what it means to be a Strider venturing through the darkness. Wielding all sorts of weapons and utilizing many abilities, the faction always put the people's future above all else. Because of this, teachings and lessons are important to pass down. These are some of those roles that have been adapted through the years of passed down knowledge.
Ranger/Alchemist or Ranger: Prepared and equipped, with studied knowledge to adapt for the fight ahead. Each Strider strives to hit this level of combat ability, to be ready in a moments notice. They research and utilize correct alchemical items to their advantage when the time is right.
Banebinder/Ritualist: A skilled Strider in arcane arts that utilizes powerful abilities in tandem with the Ashward Flame to keep the Bloodless at bay and vanquish them. These Striders know exactly how to affect foes with statuses and keep the enemy in the dark.
Ranger/Champion: Tough Strider Slayers train hard to withstand mighty blows and return them in kind. These individuals go toe to toe with some of the mightiest beasts.
Nature is balance, and balance is a brutal upkeep after a cataclysm. The Sixth Flame known as Tallulah was always known as a strong headed individual, but even she knew nature's scale was broken after the Cataclysm. Since the reformation, she always thought of herself and lodge as a tipping force to put the scales back into alignment. Someone has to cull the Bloodless off the roads. Through her teachings, Striders learn to utilize their full movement, space, and reach to dispatch as many Bloodless/foes as quickly as possible. Members of her Lodge are usually the first to volunteer for monster hunts, Tyrant contracts, and dangerous path clearings. Where others seek caution, Dragons seek resolution through strength.
"If you can't slay it with your current weapon, get a bigger one!" - Dragon Lodge Strider
Champion/Ranger: The Dragon Lodge takes their Trophy Slayers, and trains them to a new peak. Tanking destructive blows, these individuals will strike when the opportunity presents itself, felling the great beasts.
Reaver: When you need a path carved through the forest full of wicked things, you have a Pathbreaker with you. Their mighty swings fell creatures faster than other Striders, quickly turning tides in a dire circumstance.
Champion/Banebinder: These fearsome fighters never flinch when a truly deadly foe stands before them. They use their skills to weaken the foe and brave the danger, never waning. These fighters utilize their combat experience to stay calm and collected while they wear down the enemy until the exact strike fells the beast.
The Twiceborn Striders know as the The Six Flames were all united at once. Together they were Seven Flames. The teaching of their First Lantern was preparation. Now Marik Valstaff leads the Fox Lodge, ensuring that all Twiceborn go through the necessary training to survive the Shroudlands. The lesson that survival is not luck, it is planning, resourcefulness, intuition, and knowledge utilized together to create a favorable outcome. This is their Foundation to build their toolkit of abilities and skills to take on the creatures of the shroud. And the few who stay become true masters of the art. The younger Twiceborn Striders are always called upon to return to the Fox Lodge when a Convergence occurs, to pass on their knowledge to the next generation until they've found their principle. It is here that they will take on many quests, adventures, and dangerous contracts in urgency for the safety of any number of Enclaves.
"The best conflicts are the ones you've already won before it started."- Grandmaster Valstaff
Ranger/Banebinder: A wilderness tracker at their finest, they can lead and manipulate their opponents where they need them to be, to deliver a final blow or to debilitate an enemy long enough to change the fight.
Druid/Banebinder: Tracking is one thing, but trapping is a whole different subject. Unlike the normal Lantern bearer, these individuals will use devious means and powerful magic to trap their foes.
Ranger: The knife of the Lodge of Cunning, these Striders know the roads and landmarks between point A and B. They know how to get the job done, not necessarily kill their opposition but to complete the contract. Their skills lie in navigating danger, keeping maps updated and cataloguing bloodless creatures.
The Striders exist today, because Egon held the line for the rest of his party. Egon teaches his Lodge adepts that a steadfast and deployed defense is necessary to protect the future. The Lodge manifests the individuals who refuse to retreat, always planting their foot down when the battles get tough. These Striders tend to convoy defenses, escort quests, and strider path clearings. Other Striders burn ahead or hunt monsters, but these faction members hold the line where they are needed.
"Retreating is a choice, staying here... also a choice."-Unbroken Strider during battle
Reaver/Druid: When a Strider gives up their freedom of movement for something as sturdy as steel armor, these fighters have a tendency to put up a calculated offensive defense. These tanks can take the hits and deliver them right back when it matters most.
Reaver/Battlemage: It takes a certain type of person to train to take on any blow and be able to walk away unscathed. And yet the Ironbark Bulwark does that, channeling their rage and powerful magic into a tactic known as Ironbark armor, allowing them to take any deadly blow as if it was nothing.
Champion: A formidable Strider that displays a talent for toughness, durability, and resilience. Sheer unrelenting willpower keeps this warrior-tank from giving up even an inch of space in combat. They act as their comrades shield and wall. If someone needs protecting, no one is getting through a Lanternguard.
The world has changed and with it the rules and boundaries that have gone awry as we knew them. The Owl Striders tend to be very watchful and academic compared to their brethren. These particular lodge members perceive the unknown and decipher or deduct a means to an end. Through careful study and furious research, the unknown can be documented. Grandmaster Gabriella was very astute in her findings regarding the Bloodless, much about what we know has been recorded thanks to her lodge and well documented work. Those that follow in her footsteps probably have an astute mind, or a taste for knowledge.
"Real knowledge is knowing one's own ignorance, and choosing to change it"- Owl Strider
Ranger/Druid: The darkness is our natural enemy and so we must be wary even when sleeping. The Gravewatcher has trained their keen senses to a peak unrivaled by other Lodges. It’s said that these particular Striders have a good relationship with the wild nature, so much so that the trees themselves will warn the Strider of danger, or at least show signs of danger before the trees also become the danger.
Ritualist/Enchanter: The specialist that believe knowledge is power. Not unlike another faction, these folk tend to keep a useful Bestiary Tome on them at all times. When difficult foes are known to be obstacles in the near future; using a book, ritual, or specially crafted item to fight them is a calculated action.
Ritualist: Many Striders find themselves to be a little superstitious over time but in the Owl Lodge there are a few who take it a little farther. Those individuals tend to read the signs, the shifting of winds and shroud, beckoning of the darkness, they are called Shroud Augurs. Many adventures have succeeded because a Shroud Augur gleaned important information of a route or correctly enhanced the party beforehand. Many heed the calls and visions of these Augurs, for their safety is well worth the wait of an answer about the darkness that awaits.
Those that follow Grandmaster Albert, find themselves in familiar company... if you happen to be a very resourceful or adaptable individual. He believes that only through adapting to the situation at hand, can you ever get ahead in the circumstances. And so, his teachings reflect just that. His adepts and Striders are often known as the agile or fast runners in the faction. If a problem involves time and distance, the answer is to summon Striders from this Lodge. Albert's teachings involve using anything and everything at your disposal, and to always keep your foes guessing.
"The most successful Striders are those who are good at plan B... C..." -Raccoon Strider
Banebinder/Ranger: If time is what you need, these fast striders can be persistent. Weaving in and out of engagements and picking off foes or taking advantage of a timely flank, a Banesprinter makes things easy for a group.
Ranger/Medicus: Like their brethren, the Ghostrunner is fast and decisive. They brave the danger to mend wounds and recover downed allies promptly, usually unsuspected. A valuable healer in any circumstance.
Banebinder: These scrappy arcane wielders don't just loot the corpses, but they can get to the important item when they need to, locking down their opponents with appropriate statuses. If it's difficult to navigate, maybe trust the Lootrunner to grab that important piece of ingredient or objective while the party tends to the fight.
Grandmaster Ash was always fascinated by the way a flame dances and turns as it feeds. When the Seven Flames first appeared, it was both in awe and mystery as they marched into the Shroudlands with their Ashward Lanterns. In a world full of darkness, a simple light was all the hope one could ask for. Ash believed that the symbolic and arcane power of the Ashward Flame was the key to surviving this post-cataclysmic world we live in today. The Grandmaster teaches that all fire, not just the Ashward Flame is sacred. It gives and takes life, nurtures and cleanses. Through the teachings of the Rekindling Lodge, Striders take pride in their Lantern more than others and begin to incorporate a fiery solution to their problems in the skills they train. Whether they call down flame from the sky or the Ashward to repel the bloodless, a Phoenix will always rise from the ashes.
"The flame inside never goes out, it burns away what isn't needed, and shapes us into what is." - Grandmaster Ash
Ritualist/ Battlemage or Ranger: An Ember Runner is usually in training as a Wanderer to an Emberkeeper for the sole purpose of the emergency call to action of relighting Strider Lanterns that have gone out on missions. Such an individual believes in the calling of the Ashward Flame, training to bring down fiery embers upon their foes. It’s said that Ember Runners and Keepers have their magic influenced by the blue flame, taking on its color when casting spells. Alternatively, Ritualists have undertaken the immense responsibility of maintaining the Ashward Flame with the correct rituals. An Ember Runner is important in every Lodge.
Battlemage/Bard: A true torch bearer of hope, these charismatic folk know how to bring fire to people's hearts through tale and woe. Inspiring their fellow comrades and public alike, using a spectacle of magic is also useful when the foe is awestruck.
Paladin/Medicus: These concerning folks tend to their comrades just as a Strider tends to their flame. Like the Ashward Flame, these individuals bring healing warmth to those in need and burning retribution to foes that seek to harm their companions.
