Orders of The Shire

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The Sapphire Guards

Status: Public, Political
Resources: 25
Skills: Impact, Integrity

Sapphire Guards Symbol: Crossed Olive Leaves over a Blue Field

Guard History

In the early days of the Shire, when the Blue Wizard chose the fertile valley as her domain, she saw the rise and fall of kingdoms around her, and the corruption that could take root. She did not wish that in her domain, but was wise enough to know that law was needed to ensure peace in her land. She chose a few protectors, naming them the Peace Keepers, and chose a sheriff from among their ranks to guide the Peace Keepers as a whole.

When the wealthy came into her land, declaring themselves nobles and above the law of the common people, her Peace Keepers showed them the errors of their ways. Nobility meant nothing in the Shire, it was ones worth to the community that was important. There were attempts at uprisings among the nobility, but the Blue Wizard had the backing of the merchant class and the Peace Keepers, and in short order, the matter was settled.

A little over twenty years ago, the Blue Wizard charged the Peace Keepers with ensuring the safety of her domain. She spoke of dire portents, and the need to perform a journey to find the answers she sought to prevent things from going too far. The Peace Keepers accepted this charge, and became the rulers of the Shire as well as the enforcers of law.

With the refugees of Aranous and Anansie, the last twenty years have proven very difficult for the Peace Keepers. The presence of new nobility means, once again, the Peace Keepers have to enforce the fact that noble blood does not bring with it special privileges or rights. With the creation of the districts of Argus and New Anansie, the Peace Keepers have to enforce Shire law over the customs and laws known by the refugees. Conflicts have erupted many times, but the Peace Keepers are adamant. They are the Law, and they will ensure it is enforced.

The Peace Keepers are the enforces of Shire Law. Their duty is almost sacred to the Blue Wizard, who has gifted them with her blessing in exchange for their long years of service to her. They are stalwart defenders of the Shire Lands and the enforcement of equality between the castes.

Recently, the Shire Lands have grown in power, and with it have come all of the problems that rise with an increase in population. The Peace Keepers have organized into two branches, with the higher branch taking the name, ‘The Sapphire Guard’.

Role Playing

The Peace Keepers are the enforces of Shire Law. Their duty is almost sacred to the Blue Wizard, who has gifted them with her blessing in exchange for their long years of service to her. They are stalwart defenders of the Shire Lands and the enforcement of equality between the castes.

Laws/Oaths

  • Compassion

The Sapphire Guard are expected to show compassion. Regardless of the nation or status of the individual, everyone is equal in the Shire. The Sapphire Guard are not cruel, showing mercy to those who ask for it, and do not abide suffering or torture.

  • Courage

The Sapphire Guard are courageous. They do not flee a conflict, but they do not throw their lives away needlessly. When a Guard knows they can not win the battle, they can choose to stand and fight if it will benefit the Shire, or they can retreat and attempt to face the opponent on better terms to win the war. Knowing when one must fail is the ultimate test of courage.

  • Duty

The Sapphire Guard are servants of the Blue Wizard. It is the duty of the Guard to enforce the will of the Blue Wizard and to defend the Shire. In all actions, the Guard must serve the Blue Wizard and the Shire. Selfishness has no place among the Sapphire Guard.

  • Honesty

A Sapphire Guard is keeps their word, and does not lie. A Guard’s word is not to be taken lightly, for when it is given, it will keep it to the best of their ability. It is better to say nothing than to lie.

  • Integrity

The Guard shows restraint, and refrains from excess. The Guard follows the Virtues of the Shire, using these virtues as the moral compass for all that the Guard will do.

Sapphire Guard Oaths

The First Oath (Sapphire Guard Investment)

The character makes their Oath to the Blue Wizard. As long as the Oath is kept and the character is in the Shire Lands, they gain the benefit of this Ability. The Guard gains a number of Additional Successes on all rolls equal to their Might. In addition, by looking at another member of the Order, the character can tell if the person has lost this Ability by breaking their Oath. In addition, while the character is under the influence of the Oath, the character may spend 3 Essence to reduce the Difficulty of a single roll by the character's Might.

The Second Oath (Sapphire Guard Investment

The character finds strength in the Oaths made to the Blue Wizard. As long as the Oath is kept and the character is in the Shire Lands, they gain the benefit of this Ability. The character's Defence, Resistance, and Resolve can never be reduced to below the character's Growth. In addition, the character is never considered helpless, and always gains the benefits of these Traits. In addition, the character may sacrifice an Instant Action after a roll has been made against the character that targets these Traits. The Successes of the action are reduced by half the Guard's Might. The Guard need not be aware of the roll being made to use this Ability.

The Third Oath (Sapphire Guard Investment)

The character is imbued with the resolve of the Blue Wizard. When opposed by magic from the Path of Screams, or by the Merits or Powers of an Infernal Entity or Bloodline, the effective Growth of the opponent is reduced by the character's Might for finding the Potency of the Power or Spell, or the character's Growth for Merits. If the Growth or Potency becomes 0, the Merit, Power, or Spell can not be used against the Guard.

The Jewel Oath (Sapphire Guard Investment)

The character makes their Oath to the Jewel Maiden. As long as the Oath is kept, the character may gain the benefits of The First Oath while in Carcassonne, and can not be harmed while passing through the Carcosa Woods. When opposed by magic from the Path of Veils, or by the Merits or Powers of a Faerie Entity or Bloodline, the effective Growth of the opponent is reduced by the character's Might for finding the Potency of the Power or Spell, or the character's Growth for Merits. If the Growth or Potency becomes 0, the Merit, Power, or Spell can not be used against the Guard.
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