The New Order of Beowulf is an organization dedicated to hunting beings fitting the criteria of monster, human or otherwise. Unlike their predecessors who hunted anything inhuman, the New Order of Beowulf only hunt beings who endanger the lives of people due to prejudice or malice. They excel in weaponry of the old world perfected by new technologies and the lore surrounding even the most elusive of beings, striking fear into those who find themselves in the Order's line of sight. Headed by the one referred to as the Grand Inquisitor.
Founded in the early fourteenth century, the New Order of Beowulf was originally a part of the Order of Beowulf, an organization of "Monster" Slayers with a predjudice against all inhuman entities. This ended when the leader of the organization and their second-in-command clashed over what defined Monsters and the beasts that lurked within humanity. The organization was then split between people who believed that all supernatural beings needed to be purged from the Earth and those who believed that not all that was supernatural was the enemy of humanity, only that which sought to harm humanity. With the majority siding with the latter opinion, the dissentors left and formed the Erthsgard, while the majority took on the mantle of the Reformed Hunters of Beowulf, later taking on the name of the New Order of Beowulf.
Head of the Organization. A calm leader when necessary and a tempest when wroth, the Grand Inquisitor stands over the Organization as the culmination of its teachings and practices. Rules with a strict, but gentle hand.
Second in charge in the Order and the one in charge of the Research and Development section of the Organization. Follows the Grand Inquisitor absolutely, even when given freedom to do as they see fit. One of the rare Transcendent Beings.
The four who stand over the training and studies of the rest of the Order. Two watch over the combat and weapon training, while the other two watch over lore studies and hunting tactics while providing general education. Half Elementals.
High ranking warriors who command regiments of Great Knights. Armed with heavy armor and powerful weapons and knowledgeable in the Holy Artes that make up the Order's "magic," Lord Templars enter the battlefield as walking siege engines.
High ranking warriors who command regiments of High Knights. Armed similarly, but lesser than the Lord Templars, Templars rely on powerful Holy Artes to support their troops with augments and rain destruction upon their enemies with powerful spells.
The highest of the knights within the Order. Denoted by their heavily armored Warsteeds and heavy armor inlaid with runes, Great Knights fall under the command of Lord Templars. Individually, all but dragons and archfiends can stand up to a fully trained Great Knight in the best of shape without a mount.
Knights who have amassed a great deal of experience in the Holy Artes and combat, denoted by Warsteeds and Runic Armor. High Knights fall under the jurisdiction of Templars and are skilled in wearing down defenses over time and sudden strikes when openings are presented.
Trainers of Knaves and mentors to Squires. Rarely see combat compared to higher ranking Knights as they train the less experienced members of the Order, but not to be underestimated because of their powerful Healing Artes and Support Holy Artes.
Mentees of Knights who follow them around as if joined at the hip. In training to become Knights and thus have very limited power in terms of Holy Artes by the Order's standards. Have gone through two years of training as Knaves.
Fledglings within the Order. Very limited training and studies. Must train for two years to become Squires.
Those under the Order's protection who have decided to aid the Organization in various departments. Some choose to later leave or become Knaves.
The New Order of Beowulf uses weapons that it knows to be effective against its targets, going so far as to customize and recreate weapons of antiquity. Most of the standardized equipment is comprised of such weapons.
A sword made using the Runic Forging Technique and assorted artefacts from the Age of Antiquity in conjunction with modern technology. Mercurian Swords are extremely destructive and harmful to all forms of supernatural beings due to their unique composition. A weapon with a shifting center of weight. Available as a shortsword, longsword and greatsword.
An axe made using the Runic Forging Technique and assorted artefacts from the Age of Antiquity in conjunction with modern technology. Mercurian Axes are extremely destructive and harmful to all forms of supernatural beings due to their unique composition and devastating edge. A weapon with a shifting center of weight. Available as an axe, great axe or hand axe.
A mace made using the Runic Forging Technique and assorted artefacts from the Age of Antiquity in conjunction with modern technology. Mercurian Maces are extremely destructive and harmful to all forms of supernatural beings due to their unique composition and sheer crushing force. A weapon with a shifting center of weight. Available as hammer, mace, morningstar and flail.
A spear made from Runic Forging and Crystal Silver, beyond the other Silverym Weapons. Technically the Mercurian Weapon, but without the shifting center of weight. Available in any polearm form, staves included.
Heavy Stake DriverEdit
A powerful and modified Stake Driver akin to a portable pile bunker. The Stakes used are powerful and the force propelling them is far beyond the size of the weapon. Covers the user's arm from palm elbow and shields up to the head. Still allows wrist and hand mobility.
Deadly stakes made like Mercurian Weapons. Twenty-four uses per stake, each with explosive power amplified further by the Driver's power. Deadly to supernatural beings and anything they come in contact with.
A deadly crossbow with several modifications made to further enhance accuracy and firepower.
Bolts that pierce through supernatural and natural defense like butter. Deadly and capable of serious levels of internal damage.
A deadly bow made with modifications to better range and power of shots. Accommodates up to six arrows at once.
Arrows so light that a full quiver is less than a feather in weight. Made via the blood of the Grand Inquisitor and hallowed metals and wood. Faster than the wind and as powerful as a ballista bolt, Pure Arrows are the bane of those without cover and especially those of fiendish origins.
The final upgrade to the Blessed Spear, allowing it to take rifle form. Each shot has powerful recoil and a short cool down in between, but in exchange shots can pierce through mountains. Charge Shot functionality has been improved further to reduce heat build up.
A sword made from sybillic metal and gem finished with runes that amplify power, speed and durability. Especially effective against summoned beings and extradimensional beings.
An axe made from sybillic metal and gem finished with runes that amplify power, swing recovery and durability. Especially effective against summoned beings and extradimensional beings.
A hammer made from sybillic metal and gem finished with runes that amplify power, crushing potential and durability. Especially effective against summoned beings and extradimensional beings.
A spear made from sybillic metal and gem finished with runes that amplify power, piercing potential and durability. Especially effective against summoned beings and extradimensional beings.
A powerful gauntlet like weapon with a hydraulic pressure mechanism that allows it to pierce through objects with the attached stake. Rivals a Rune Axe in power and a Rune Blade in speed and doubles as a buckler.
Deadly stakes made like Runic Weapons. Have near indefinite use, but must be recharged every so often, else potency is lost. Three well placed strikes can banish or slay Greater Demons in the right hands. Can be imbued with greater power.
Stakes made like Silverym Weapons. Highly dangerous to undead, fiends and dark beings, but quite fragile, having eight uses before ceasing to work. Barbed stakes.
Blessed wooden stakes harmful to mystical beings and spirits especially. Fairly durable, having twenty uses. Can silence casters and disrupt magic.
A bow made from wood engraved with sybilline text. Arrows fired are swifter and strike harder than with lesser bows.
Arrows crafted with sigil infused heads to boost accuracy and piercing potential.
Penultimate upgrade of the Blessed Spear, adding access to a shotgun based form and reduced energy consumption per shot. Capable of splintering stone and metal with ease.
A sword made from hallowed metals forged in celestial flame. Lighter than titanium and harder by a long shot, this weapon cuts through divine beings, holy and non, like a hot knife through butter. Ignores physical, spiritual and mystical defenses.
An axe made from hallowed metals forged in celestial flame. Lighter than titanium and harder by a long shot, this weapon cuts through divine beings like a hot knife through butter. Crushes through wards and defense augments.
A mace made from hallowed metals forged in celestial flame. Lighter than titanium and harder by a long shot, this weapon crushes divine beings and armor like a hammer does a pecan. Deflects single target spells and certain types of area of effect skills.
A lovely crossbow that imbues bolts fired with divine power. Each bolt is deadly to celestial and infernal beings and grows in power as as they travel.
A lovely bow blessed with unerring accuracy and divine slaying properties. The blessing is more general compared to other blessed weapons.
Arrows imbued with holy power, more effective against infernal beings.
Arrows imbued with infernal power, more effective against celestial beings.
The first upgrade to the Blessed Spear, adding a charge function to the weapon and reduction to energy used per shot.
A sword made from Runic Forging and Crystal Silver. Exceedingly powerful, but fragile due to the nature of Crystal Silver.
An axe made from Runic Forging and Crystal Silver. Oscenely destructive, but somewhat fragile due to its composition.
A mace made from Runic Forging and Crystal Silver. Quite powerful, but fragile at the same time.
A lance made from Runic Forging and Crystal Silver. Powerful and light, the Silver Lance does not share the frailty of other Silverym Weapons.
A standard crossbow made for one-handed use. Compact, but powerful, houses an automatic reload mechanism for ease of use.
Bolts lined with Crystal Silver that fragment on impact. Deadly to werewolves, shapeshifters and vampires.
Bolts imbued with the power of Drakefire, granting them the ability to ignite on impact with the target.
Bolts imbued with the power of Wyrmbolt, granting them the ability to electrocute on impact with the target.
Bolts imbued with the power of Wyvernbreath, granting them the ability to freeze on impact with the target.
Bolts with explosive tips. Good for destroying armor or causing wide spread damage. Explosives will fail to activate if not shot from the crossbow or if within six meters of the one who shot it.
A special bow made from Silver Crystal. Arrows fired have devastating power, but the bow is quite fragile otherwise.
Silver tipped arrows that fell shapeshifters and vampires easily when shots ring true.
Arrows that ignite after leaving the bow, easily setting targets ablaze. Flames come from Greek Fire.
Arrows that freeze after leaving the bow, easily slowing or freezing the target. Ice comes from Hoarfrost.
Arrows that become bolts of lightning after being loosed from the bow. Made from Storm Shards.
Arrows with explosive heads. Act similarly to Explosive Bolts.
A versatile projectile weapon given to Knights that converts Vigor, the power fueling Holy Arts, into bolts of energy or a solid armament of varying form. Base form.
A sword crafted from Crystal Silver, reinforced by titanium. Effective against all things supernatural. Standard equipment for Squires and Knaves. Balanced weight.
An axe crafted from Crystal Silver, reinforced by titanium and Damascus Steel. Effective against all things supernatural. Standard equipment for Squires and Knaves. On the heavier end.
A mace crafted from Crystal Silver, reinforced by Damascus Steel. Effective against all things supernatural. Standard equipment for Squires and Knaves. On the heavier end.
A spear crafted from Crystal Silver, reinforced by titanium. Effective against all things supernatural. Standard equipment for Squires and Knaves. Almost feather light.
A bow made for ease of movement and durability, if somewhat lacking in power. Light and able to be disassembled when needed.
The Armor worn by the Order is without peer on Earth. Blessed metals forged with runes and spells cast upon them by a Highborn Smith within a breach point of a ley-line create defense worthy of recognition.
Armor exclusive to Lord Templars. Resistant to everything under the sun and then some. Strengthened by the wearer's Holy Arts Mastery.
Armor exclusive to Templars and above. Slightly weaker than Divinus Mail, but lighter in most applicable cases.
Armor exclusive to Great Knights and above, denoted by a stony appearance and runes carved into the pauldrons. Highly resilient to physical and magical harm and makes the wearer immune to mind altering effects and drain effects.
Armor exclusive to High Knights and above. Less cumbersome in appearance compared to Runic Mail and lighter at the cost of physical defense. More resilient to elements.
Armor exclusive to Knights and above, denoted by a metallic yet crystalline exterior. As light as leather armor and immune to all forms of magic.
Armor exclusive to Knights and above. Lighter still than Silverym Plate at no cost to defense, instead having a higher threshold for elemental and magical harm.
Armor any rank above Knave is permitted to wear. Covered with thorny growths to dissuade physical attacks, but highly resilient to elemental harm.
Armor for Squires and above. Covered in less thorny growths than Briar Mail, but has better mobility.
Armor for Squires and Knaves. Has resilience to all forms of harm, but to a much lesser extent than Divinus or Runic Armors.
Armor for Squires and Knaves. Lighter than Sol Mail, but with lesser defense in exchange. The wearer is much faster when exposed to natural light.
A Templar and Lord Templar exclusive shield. Can deflect even the greatest of blows in seasoned hands.
A High Knight and above exclusive shield. Absorbs magic and converts it into Vigor regardless of scale.
A Knight and above exclusive shield. Negates elemental attacks.
A thorny shield for Squires and above. Useful as a secondary weapon and shield, dispelling curses and status abnormalities as long as it remains on the user's person.
A shield for Squires and Knaves. Severely cuts damage sustained, but not to the same extent as a Divinus Shield could by quite a bit.
Holy Art of the highest degree. Invokes a storm of holy light to purge the darkness of the world.
Holy Art of the highest degree. Unleashes the righteous indignation of lightning upon the wicked and unjust.
Holy Art of the highest degree. Removes the marks of combat from the valorous and brave.
Holy Art of the highest degree. Clears the curses of body and mind within a holy space.
Holy Art of the highest degree. Smites the vile with cleansing flames wrought from the sun.
Holy Art of the highest degree. Exiles the wicked and lays upon them the fangs of retribution.
Holy Art of the highest degree. Forever halts the unjust with a frigid embrace.
Holy Art of the highest degree. Returns upon the opposition what they have done to others.
Holy Art of the highest degree. Allows the wicked to face the wrath of light and hope spurned.
Holy Art of the highest degree. Grants those imbued with it grace, power and fortitude surpassing the Earth's.
A mighty Holy Art. Bathes the area in cleansing divine light.
A mighty Holy Art. Calls down the swift judgment of lighting upon the earth.
A mighty Holy Art. Restores life to its rightful state.
A mighty Holy Art. Wards harm and danger from those within the field's embrace.
A mighty Holy Art. Rains fire upon the earth in a calculated strike.
A mighty Holy Art. Strikes at the heart of those unwise enough stand contrary to the sword.
A mighty Holy Art. Paints the world white with a freezing gaze.
A mighty Holy Art. Grants one deftness of hand and sharpened instincts.
A mighty Holy Art. Grants one protection from the world and its many tricks.
A mighty Holy Art. Grants one swiftness and graceful steps across all surfaces and terrain.
A mighty Holy Art. Grants one vigor and vitality to withstand the harshest of blows.
A mighty Holy Art. Grants one the might to nullify even death.
An intermediate Holy Art. Bombards the opposition with spheres of holy light.
An intermediate Holy Art. A focused bolt of ireful lightning towards the opposition
An intermediate Holy Art. Restores things to health and good condition.
An intermediate Holy Art. Negates the brunt of any attack, great or small.
An intermediate Holy Art. A blast of super heated gas with strong stopping power.
An intermediate Holy Art. Slows the world for those who encounter this bizarre mist.
A basic Holy Art. Creates a damaging array of spinning light around the caster.
A basic Holy Art. Heals minor and intermediate wounds.
An essential Holy Art for progressing as a member of the order. Allows one to instantly don or duff their armor and weapons. Grows with the user.
Creators of new equipment and tools for the Order. Always busy and never dull. Most likely to accidentally cause a chain explosion.
Weapon's testing division of the Order. Serious, if somewhat silly, and determined to improve. Most likely to laugh off property damages.
Information gathering and compiling division of the Order. Most likely to pull all-nighters and suffer from insomnia.
The housing division of the Order. Provides homes, food and drink for all under the Order's protection. Most likely to threaten others with cooking utensils.