Order of the ArrowThis is a featured page

The Order of the Arrow is a secretive organization that passes on trade secrets about the manufacture and use of bows and arrows. This organization is banned in the Empire because it was learned that the Order actually traces its origins to Elfin culture and many believed the Order of the Arrow was an apparatus of elfin espionage.

The information which follows is known only to members of the Order. Players who read this information should take care to know that their character will not have access to this information unless the character is a member of the Order.

Inner Secrets

The Order of the Arrow has many myths and legends that involve their meaning. Some say that they are remnants of elven master archers that would amaze and astound all with the skills of their trade. Others would say that the beginnings were more meager, in that, they were once trained by a great king to be elite assassins of his many enemies. Much of the order is a greatly guarded secret. Many do not even know how to spot an initiate. That is where our history begins.

The Order is not class-specific but members of the Order are generally fighter types, barbarians and perhaps rangers. No single member knows the exact racial make-up of the Order, but player characters will generally only know human members of the Order. There are rumors even among human members of the Order that in distant lands the Order has members who are elven, halfling, and dwarven.

Initiationmaster brand

An initiate is chosen without even the candidate's knowledge or permission. The Order actively seeks out junior archers whom they believe have the elite potential which might qualify the archer for membership in the Order. Once such canditate is identified, selected members of the Order observe that candidate for several weeks to ensure the qualities of the candidate.

These observers do not share their findings with one another. Rather, they independently report their finding to a scribe who records and compiles the observations into a single lengthy report. Then, a legendary panel of high ranking archers review the reports for the purpose of deciding the candidate's fate with regards to the Order.

If the candidate was not found worthy of this honor, then the candidate will never know of any of the events that have taken place. His exploits and record will be archived and the matter will be laid to rest. If a candidate deemed worthy for the Order of the Arrow, a representative of the Order seeks and finds the candidate. The representative, called a "khoja" or Guide, asks the potential initiate for some display of his crude and as yet unhoned skills. If the candidate is duly respectful, then regardless of his display of skills, the guide offers the candidate the opportunity to initiate in the Order. If the candidate is not respectful, then regardless of any display of skill, at the Guide's sole discretion the offer is retracted. It is not uncommon for the Guide to exhibit some feat or trick of archery far beyond the abilities of the candidate whether the candidate is accepted for initiation or not.

The Guide then informs the initiate of some of the rights and duties of being a member of the Order. At some point, the initiate will endure his/her “Fusing” ritual. The initiate will be instructed to rendez-vous in a remote or secluded area where the initiate will be met by other initiates that have been called to participate in the ritual. Each initiate will be met by a guide who will instruct the initiate how to demean himself during the Fusing.

At some appropriate time, elite and respected members of the Order will arrive. During the Fusing, the Guide brands the initiate by placing a fiery hot iron on the initiate's forearm. Typically the brand is little more than a small bent line. Each Guide then reveals his own brand to his candidate. Much like the design shown on this page, the design invariable depicts a complicated composite bow. The Guide explains, "In time, your skills and your brand match or exceed my own."

The brand is then covered by a forearm band (or slit guard) of an archer. During the ritual, a sorcerer will bestow a two very powerful spells upon the brand. The first is a curse, if the initiate is ever slain by an arrow, his soul must wonder the land forever never laying to rest. Second is a summoning spell. Twice a year the brand will burn slightly letting the initiate know that he must go to wherever the brand takes them.

The initiate will also be given one arrow of an ancient, perhaps elven design. This arrow is to be used to carry the soul of a fallen brother archer. If an archer is able to trap the soul of another archer, he or she can send it back to the Order to be put to rest peacefully. All the initiate need do is place the arrow on the chest of his brother letting the soul travel to the arrow (soul jar). Once the arrow has the soul, the archer just needs to fire it straight up into the air and the arrow will find its way to the Order.

All worthy archers are aware that the fate of the Order of the Arrow is somehow intertwined with the Brotherhood of Defenders, but this is a secret reserved for only Bowmasters.

Titles

Candidate
Initiate
Bowyer
Archer
Master Archer
Bowman
Bowmaster




Lharna
Lharna
Latest page update: made by Lharna , Mar 16 2007, 12:48 PM EDT (about this update About This Update Lharna Edited by Lharna

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Lharna titles 0 Mar 15 2007, 7:12 AM EDT by Lharna
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I'm not so sure about these titles. I just put them up to spark some thought.
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