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NymiiNym
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Shy Wife

PostPosted: Tue Feb 17, 2026 3:39 pm


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"Right is right, even if everyone is against it, and wrong is wrong, even if everyone is for it."
William Penn


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PostPosted: Sat Jun 13, 2026 11:58 pm


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The Order of the First Oath may be a mouthful when spoken in full, but no name could better capture what it stands for. United by the promises they choose to uphold, its members push toward a future where every creature is free to live as their truest self — so long as that freedom does not come at the expense of another's. Founded by the former princess Freya after she forsook a throne built upon oppression and claw, the Order exists to preserve that same freedom for others, offering sanctuary to those seeking a new beginning and standing against those who would deny another's right to choose their own path.

Every member begins with the same First Oath: no creature shall be bound beneath another's will, and swear not to turn away from those whose freedom has been taken. Only after joining the Order and completing their apprenticeship within the Academy do new members discover their Second Oath, which will define their lives from then on with an individualized promise of their own. It is then etched into an oathstone, forever bound to its bearer and the oath they have vowed. From that day onward, their oath is a constant companion, leading their decisions in life as those within the Order uphold both the First Oath and their Second. Should they forsake either vow, the oathstone shatters.

Whether they become a knight who travels far beyond the frozen icelands, a healer tending to the injured, a craftsperson strengthening the community, or a teacher guiding the next generation, every role is held with equal honor. An oath is not measured by glory, but by conviction.

The Order does not seek to spread its ideals through conquest or even persuasion. Those who need them will find them — or call for them when no one else will answer. Their Companies venture beyond the North Icelands to answer those calls, freeing the imprisoned, protecting the vulnerable, and standing against tyranny wherever it takes root. Those who seek refuge are welcomed with open paws, provided they are willing to embrace the Order's way of life and swear themselves to an oath of their own.

Though the North Icelands are unforgiving to the unprepared, the Order has transformed the frozen wilderness into a place of warmth, purpose, and unwavering fellowship. To live within the Order of the First Oath is to understand that a promise is more than words; it is a decision made freely, and honored every day after.


Quote:
「Page One」

「Page Two+」
    All additional posts are clan updates + forms.

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NymiiNym
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Shy Wife


NymiiNym
Crew

Shy Wife

PostPosted: Wed Jul 01, 2026 2:39 pm


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The origins of the Order were modest and quiet, but since its founding it has expanded its reach across both its home — the North Icelands — and newly budding settlements beyond the frozen reach of the deep, frigid cold. Within the Order, it is not only customary but nearly necessary to adorn oneself in thick furs, cloaks, and other protective gear, for the North Icelands are unforgiving to the unprepared. Yet that same harshness offers a form of protection; few outsiders are willing — or even able — to journey into the deepest reaches of the ice and frost, where the Order’s growing home stands.

Tucked deep within the coldest heart of the Icelands, where the winds bite, and the land itself resists all but the most prepared, lies the Order’s primary settlement, referred to as the homebase. It is a growing city of stone, crystal, and ice where available, shaped by claw, paws, and determination rather than by any modern hand. Built against the base of a vast, formidable mountain, the settlement spreads both across the open tundra and into the mountain itself, with homes, the Academy, and other essential structures carved into the stone when needed, while larger communal spaces can be found either above ground, or within the shallow parts of the mountain.

Deep within the mountain lies a hidden tunnel known only to members of the Order, where the oathstones are cultivated. Here, hundreds of crystals shimmer in a spectrum of colors, each one waiting to be etched by their bearers' Second Oath. Once chosen, each stone is carefully shaped in the deep forging caverns, then bound with the vow it will hold for life. Within these same caverns lies the only known source of lava in the nearby vicinity, its origin unknown but long since integrated into the work of the Order’s blacksmiths and stoneworkers.

Smaller settlements can be found scattered across the Icelands and beyond, often founded by families or Companies who wish to continue the Order’s way of life while residing elsewhere. These settlements vary depending on region, climate, and the Company that established them, but all remain bound to the Order’s shared structure. They report back to the central settlement and may be returned to freely by any member, as all territory within the Order remains open to those sworn under the First Oath.

    Biome: North Icelands (with a few smaller branches scattered everywhere).
    Weather: Cold, frigid, but consistent. Smaller branches will have varying weather patterns to observe.

Quote:
「Protection」
    The Order’s main home is protected both by the harshness of the North Icelands and by deliberate design, shaped through the careful work of paw and claw. Continuous effort is devoted to maintaining and reinforcing its defenses, with each generation strengthening what came before as the Order grows in age and experience.

    The Frozen Wall: Built from stacked stone, timber, and packed ice, the Outer Wall encircles the open tundra settlement of the Order. It ensures that all arrivals are seen before they reach either the city or the mountain itself. The main gate is reinforced with a simple but reliable drawbridge system, constructed with the aid of smaller, more agile members of the Order.
    North and South Watch: Two watchtowers stand at opposite ends of the Outer Wall — one to the north near the mountain’s base, and one to the south overlooking the gate. Guards rotate regularly between them, maintaining constant vigilance over the surrounding tundra.


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「The Outer Commons」
    Within the Frozen Wall lies the Outer Commons, accessible immediately beyond the main gate. It serves as the Order’s communal exterior space, where daily life, trade, and gathering are encouraged under open sky before the road continues inward toward the mountain.

    Exchange Row: A trading strip located just beyond the gate. Here, market stalls and services offer goods, repairs, crafting, and general trade for both members and visitors.
    Festival Grounds: A wide circular gathering space used for seasonal festivals, ceremonies, and communal events. It doubles as a training ground during less festive times.
    The Notice Board: A board built from timber; postings painted on leaves and fabrics can be found here. Company departures, calls for aid, or even missing persons requests can appear here. The board is kept up to date, noting anything important that must be seen by as many eyes as possible.
    The Snowgardens: Carefully cultivated plots tucked behind packed snow and walls of stone, where hardy herbs and non-native plants are grown under controlled conditions. Entry is regulated, and the gardens are treated with respect; disturbances are discouraged, especially among younger members.
    The Hearth Circle: A permanently maintained communal hearth situated near the Festival Grounds. It provides warmth during the harsh cold and serves as a constant gathering point for conversation and play.
    The Melting Baths: Heated using a combination of controlled mountain runoff and the fires of the Hearth Circle, these communal baths provide a place for rest and recovery. Pools vary in size to accommodate both individuals and larger groups, offering warmth and reprieve from the harsh cold of the Icelands. The Order has begun constructing stone walls to better insulate.
    Traveler's Rest: A connected set of lodgings positioned near the district’s center, offering shelter to visitors, traders, and newly arrived members before they are formally integrated into the Order.

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「The Stone Road」
    Stonevein Road: A long, stone-paved road that runs from the Outer Commons and leads directly into the heart of the mountain. It serves as the primary route between the surface district and the Order's inner halls.

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「The Mountain Entrance」
    Massive and constantly being carved deeper into as the Order expands, the mountain serves as both shelter and foundation for the most sensitive and private areas of the settlement, while offering stone-clad protection from the elements. It is rich in unique minerals and illuminated almost entirely by touchstones — glowing stones that activate upon contact and remain lit for hours at a time.

    There is one commonly known entrance into the mountain: the Hall of Oaths. From here, the structure opens inward into a vast, expanding interior, while those entrusted with the Order’s safety know of smaller, concealed entry and exit points used for movement and defense.

    Hall of Oaths: The main entry chamber at the base of the mountain, formed as a long carved passage lined with the names of the Order and their sworn oaths. Every member of the Order inscribes their name and Second Oath into the stone, ensuring that all who pass through are surrounded by the promises of those who came before.
    Ceremony Chamber: Beyond the Hall of Oaths, the passage widens and opens into a great central chamber. This space serves as the heart of communal gathering, used for feasts, celebrations, and large-scale meetings. From here, numerous tunnel branches extend outward into the deeper mountain, connecting to the Order’s inner districts and allowing passage between both surface and subterranean regions.

Quote:
「The Veins」
    Beyond the Ceremony Chamber the mountain opens into an expansive network of carved halls and natural caverns called the Veins, each dedicated to a different aspect of life within the Order. Touchstones line the primary passages, offering a gentle glow when traveled, while private residences and workshops often supplement them with their own lanterns and torches.

    The Hearthwarrens: The center of the Order's culinary life. Here lie the communal kitchens, food stores, smokehouses, pantries, and preparation halls that keep the settlement fed.
    The Dwelling Burrows: The primary residential district of the mountain. Countless tunnels branch into family homes, shared residences, private alcoves, and quiet gathering spaces. The Burrows are divided into the Low Wards, home to civilians and families, and the High Wards, where knights, guards, and the High Council families reside, closer to the mountain's hidden exits.
    The Heart Caverns: Widely regarded as the spiritual heart of the Order, these twisting caverns are rich with oathstone crystal and pockets of naturally occurring lava. Here, oathstones are chosen, carved, and prepared to receive the vows of their future bearers, while nearby crystal chambers allow new formations to grow undisturbed. Tucked quietly among the caverns is a simple meditation chamber, where members may sit in silence among the unclaimed oathstones before reflecting upon the promises they have made — or those they have yet to make.
    The Forge Galleries: Fed by carefully contained lava flows, the Forge Galleries house the Order's smiths, stoneworkers, and craftspeople. Weapons, armor, tools, and everyday necessities are all forged here, ensuring the settlement remains as self-sufficient as possible.
    The Company Gate: A sprawling district where the Order's Companies establish their headquarters. Each Company maintains its own meeting hall, communal quarters, equipment stores, and planning rooms. At the entrance to the district sits the Gatehouse, where knights may seek assignments, learn which Companies are seeking new members, or receive news from those returning from their Charges.
      — Every knight leaving to answer a Charge walks beneath the same stone archway. Those returning pass beneath it once more before reporting to the Order. Over time it became known simply as the Company Gate, for every Company leaves through it, and every Company hopes to return through it.

Quote:
「The Academy」
    Connected by a narrow tunnel beyond the Ceremony Chamber, the passage opens into a vast cavern whose ceiling seems to disappear into darkness. Every creature wishing to join the Order, whether young or old, begins their journey within the Academy. Those ready to begin their apprenticeship are called the Unsworn — a title they hold until their initiation is complete.

    Here, Unsworn learn not only the history, customs, and expectations of the Order, but also the practical skills needed to serve the community. Over the course of their apprenticeship, each individual is encouraged to experience many facets of Order life before discovering the calling that best aligns with both their talents and their values.

    Instruction Halls: Much like the Veins branching from the Ceremony Chamber, the Academy's corridors spread from the central entry into dedicated classrooms of learning. Current subjects include: History, Law, Etiquette, Diplomacy, First Aid, Survival, Literacy. All hopeful Unsworn will attend these classes on a schedule, usually separated by age groups.
    Training Grounds: Combat isn't the only focus on the Training Grounds. It is here where Unsworn will further develop their skills through weapon practice, sparring, rescue techniques, endurance, and teamwork. There is talk of constructing an obstacle course for yearly athletic competitions, should there be enough interested participants.
    Workshops: Unsworn will rotate through established workshops meant to show all walks of life in the Order. Unsworn are required to partake in at least three, spending two weeks in each, before choosing the path they wish to follow within the Order. Workshops vary by availability and are intended to cover all aspects of living in the Order. Common workshops include helping in the Hearthwarrens, assisting healers, shadowing blacksmiths, accompanying archivists, aiding Companies, tending the Snowgardens, preparing food, and other broad skills.
      — It can be assumed that there is a workshop for each specific rank's skill, and players may loosely write about these experiences without needing the specific titles of these workshops.
    The Vowchamber: No words spoken within the Vowchamber are considered casual, and tradition holds that every promise uttered beneath its ceiling carries the weight of the mountain itself. Reserved for Unsworn ready to receive their title and swear their Second Oath, the chamber is kept small, private, and illuminated only by carefully placed touchstones. Accompanied by their mentor and greeted by members of the High Council, each Unsworn swears their personal oath, declares the role they wish to fulfill within the Order, and is then led to the Hall of Oaths to carve their name and oath into the mountain alongside those who came before.

Quote:
「The Archivum of Vows」
    Deep within the mountain lies the Archivum of Vows, a sacred network of caverns dedicated to preserving the Order's history. Records of past oaths, Company histories, legal disputes, sworn agreements, maps, and countless other documents are safeguarded here, protected by winding passages that only the Archivists fully understand. The Crystal Library is the only area readily accessible to the public, while the deeper reaches of the Archivum remain reserved for the Archivists alone.

    The Crystal Library: The heart of the Archivum, the Crystal Library is a magnificent cavern carved almost entirely from crystal. Shelves rise naturally from the stone itself, filled with thick tomes bound in a variety of materials and containing knowledge available to all members of the Order. More sensitive records are kept deeper within the Archivum, hidden amongst its labyrinthine passages and entrusted only to the care of the Senior Archivists.
      — Though much of the library may be borrowed, a select few volumes are never permitted to leave its halls. These include The Book of the Fallen, recording the names and oaths of every departed member; The Complete History of the Order of the First Oath, an ever-growing chronicle of the Order's past and present; and The Shattered Oaths, documenting those whose oathstones were broken and the vows they failed to uphold. The Shattered Oaths is not kept to mock the fallen, but to instead remind future generations that even the strongest intentions must be upheld through dedication and action.

Quote:
「Prision」
    The Prison is not a place made available to the public, tucked deep within the mountain where it cannot be accidentally discovered. Individual cells have been carved directly into the stone, with rudimentary metal bars melted securely into their entrances. It is a cold, quiet, almost desolate place, more often than not sitting empty. The Order does not imprison lightly, and the cavern serves primarily as a temporary holding place for those awaiting the High Council's judgment.


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PostPosted: Wed Jul 01, 2026 2:40 pm


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The Order of the First Oath believes that no life should bend beneath the will of another. Every creature deserves the freedom to live truthfully, so long as that freedom does not come at the cost of another's. It is from this belief that the Order founded its purpose: to stand against oppression, to protect those unable to protect themselves, and to encourage every creature to bind their truth within an oath freely chosen and faithfully kept. Though not every member takes to arms, all live by the same belief — an oath has no worth unless it is honored, and every life deserves the freedom to carve its own path.

Quote:
「Oaths」
    ✥ Every member of the Order first swears the shared First Oath before beginning their apprenticeship. Throughout their time in the Academy, they are encouraged to discover not only where they belong within the Order, but the Second Oath that speaks most truthfully to their heart. From that moment onward, both oaths are expected to guide every choice they make.
    ✥ An oath is not a fleeting promise, nor one made lightly. Members are expected to weigh their words carefully, for once a vow is sworn it becomes a lifelong companion, shaping both their choices and the legacy they will someday leave behind.

Quote:
「Aid and Protection」
    ✥ The Order extends its protection to any creature in need, whether by welcoming those willing to brave the harsh icelands in search of a new home, or by venturing beyond to save those unable to free themselves.
    ✥ Though the Order does not claim to be the final authority on all matters of right and wrong, its members stand unwavering in one belief: no creature should be forced beneath another's will. Where oppression, coercion, or unjust imprisonment take root, the Order will not look away, nor bend.

Quote:
「Companies」
    ✥ Companies are independent groups of knights led by an Oathsworn Knight, each brought together beneath a common purpose. They venture beyond the Order's walls to answer Charges, establish new settlements, render aid, and bring relief to those suffering beneath injustice.
    ✥ While Companies may accept contracts from those beyond the Order, no agreement supersedes the First Oath. A Company will never undertake a Charge that conflicts with the Order's principles, nor remain in service to one whose intentions seek to oppress or exploit others.

Quote:
「Charges」
    ✥ A Charge is a duty formally entrusted to the Order. It may originate from a request for aid beyond the Order's borders or be issued from within by the High Council. No Charge is accepted lightly, and each is carefully weighed against the principles of the First Oath before a Company is dispatched.
    ✥ Though Charges most often call upon the Order's Companies, not all require claws and teeth. Farmers, healers, archivists, artisans, and civilians may answer smaller Charges, whether gathering rare herbs, delivering supplies, documenting history, or lending their expertise wherever the Order's aid is needed.
    ✥ Payment is never weighed above the morality of a Charge. While the Order does not demand compensation for doing what it believes is right, gestures of gratitude are accepted with humility and often returned to the community. Companies answering Charges assigned by the High Council are, however, rewarded by the Order for their service.

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NymiiNym
Crew

Shy Wife


NymiiNym
Crew

Shy Wife

PostPosted: Wed Jul 01, 2026 2:44 pm


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The Order of the First Oath is a home built upon promises freely given and faithfully kept. Every member, from a knight, artisan, healer, or even civilian, is bound by the belief that no creature should be forced beneath another's will. Worth isn't measured by strength, origin, or title. What truly matters is the promises and oaths one chooses to carry alongside the actions they take. Within the Order every path is valued, for every role serves a greater purpose.

Living within the Order means honoring that justice and strength is not found in ruling over others. The Order doesn't seek to conquer, nor to force their ideals upon those who don't share them, and they abhor the very thought of either. Instead, they answer pleas for help and offer shelter for those searching for a place to belong. The frozen lands they inhabit may be harsh and unforgiving, but the Order strives to be a steady, welcoming warmth.

While outsiders might remember the Order for its knights and Companies, their culture extends beyond a battlefield. Farmers, healers, artisans, and countless others carry the First Oath in their own ways. Bared claws and armor may save the weak, but so too can a healing paw, warm meal, or even shared knowledge. Every member has a role alongside their Second Oath, and all are expected to carry their weight within the Order's walls.

Oaths are sacred to the Order and not made lightly. Every member joins vowing the First Oath, and graduates into a full-fledged member once they've found — and carved — their Second upon their own oathstone. These oaths are a lifelong commitment, carried through every choice and decision one will make. To break one's oath is to break the trust placed in them and the promise that binds them, while upholding it is to leave behind a legacy that will outlive the soul who made it, paving the way for the vows of the next generation onward.

The Order of the First Oath serves as a reminder that freedom is not given by anyone other than its bearer. Their walls provide shelter, their Companies answer calls for help, and their oaths are shared beneath stone and blood.


Quote:
「Oaths」
    ✥ Every member of the Order swears the First Oath upon joining, whether born within the Order's territory or welcomed as a new recruit. This oath was first spoken by the founders of the Order and remains the foundation upon which all others are built: "No creature shall be bound beneath another's will, and I shall not turn away from those whose freedom has been taken."
    ✥ After swearing the First Oath, members become Unsworn and begin their apprenticeship within the Academy. There, they will experience the many paths of the Order before discovering their Second Oath: a personal vow reflecting the values they wish to carry throughout their life, carved into their own oathstone upon completion of their apprenticeship.
    ✥ These two oaths serve as the foundation of every member's life. To knowingly break either is considered a profound disgrace, but the Order recognizes that mistakes do not erase one's worth. Those who seek to mend what was broken may find forgiveness through accountability and deliberate action; however, an oathstone that has once shattered will never carry the same strength as one that has remained whole, and it will remain fragile until buried alongside its sworn.
    ✥ An oath broken through grievous harm or the loss of another life carries a weight unlike any other. Such shatterings are not easily forgiven, and some may never be. However, every shattering is treated as its own circumstance, with each case judged carefully by the Order.

Quote:
「Oathstones」
    ✥ Native to The Heart Caverns within the Order's mountain, oathstones are crystals found only within their frozen homeland. They grow in a variety of colors and formations, with each Unsworn choosing the stone they feel best represents the oath they wish to carry. Once selected, the stone is carefully removed from the cavern and carved with personal runes representing their Second Oath by their sworn.
    ✥ These stones are imbued with an unknown magic. Sturdy as diamond, they seem almost unbreakable, with records only noting their destruction through a broken oath.

Quote:
「As an Order」
    ✥ Personalities within the Order vary greatly, but many members share a strong sense of responsibility and a desire to leave the world better than they found it. However, this conviction can sometimes become rigidity; some members struggle to see beyond their own interpretation of what is right, finding compromise difficult when their ideals are challenged.
    ✥ Members are divided into two groups: the Unsworn, those who have yet to complete their apprenticeship and take their Second Oath, and the Sworn, those who have finished their training and formally entered their chosen path within the Order. Neither is valued above the other, though Unsworn are still considered apprentices and are often excluded from matters carrying greater responsibility.
    ✥ Daily life within the Order is built upon diligence, cooperation, and shared responsibility. Every member is expected to contribute, whether through defending the Order's ideals beyond its walls or maintaining the community that supports those who do.
    ✥ Outsiders may view the Order as overly formal or stiff, especially when encountering knights and Companies beyond their territory where discipline and professionalism are expected. However, within their walls, members are closely bonded, and both great and small victories are celebrated as a community.
    ✥ The mountain's natural lava flows have allowed the Order to develop crude metalworking, creating protective armor and sharpened weapons to enhance their natural abilities. Knights, guards, and other defensive members commonly wear armor while beyond the safety of the settlement, particularly when answering Charges.
    ✥ Families within the Order are often recorded to share similar themes within their Second Oaths. These groups may develop their own traditions, relationships, and rivalries, and internal disagreements are not uncommon. Despite this, all members remain bound by the same First Oath and are expected to set aside personal conflicts for the good of the community.

Quote:
「Hierachy」
    ✥ The Order's hierarchy is built upon personal accomplishment, dedication, and duty. Birth, lineage, or past status holds no bearing on one's ability to rise within the Order or worth.
    ✥ Every member of the Order holds a recognized place within its structure, though roles and ranks may change as both the individual and the Order grow. It is not uncommon for a member to discover a new calling and shift their duties to better serve the community, or even carve a new position previously unnamed.
    ✥ The Order is overseen by the High Council: members who have proven themselves trustworthy, wise, and capable of embodying the ideals of the First Oath and Order. The original founders carried the tradition of naming their highest leader Queen or King, though the title more holds responsibility rather than authority within the Order. The ruler does not stand above the council, nor do they make decisions alone; all matters of importance are considered collectively by those entrusted with the future of the Order.
    ✥ Beneath the High Council stand the Oathsworn Knights, trusted leaders who command Companies or oversee the Order's internal protection. They are chosen by the High Council after proving their dedication and ability to uphold the Order's values. Many Oathsworn Knights earn an additional name or title commemorating the deed, event, or moment that marked their ascension. Though they are entrusted with great responsibility, they remain bound by the same laws and oaths as every other member.
    ✥ Knights and Guards serve as the primary protective forces of the Order. Knights belong to Companies and answer to their Oathsworn leaders, while Guards maintain the safety and stability of the settlements under their assigned command.
    ✥ Civilians may carry fewer burdens, but they remain an essential backbone of the Order. They maintain its homes, traditions, resources, and daily life — without them, there would be no safe haven for the Order to protect and return to. While they may not always make decisions, their voices are valued, and their concerns are always heard.
    ✥ Eating together is viewed as a sign of respect — there are no seats reserved based on hierarchy, nor tables only for specific ranks. Everyone eats together, no matter rank or status.

Quote:
「Civilian Life」
    ✥ Civilians live throughout the Order's territories, whether within the founding homebase in the North Icelands, or in one of the smaller settlements scattered beyond. Their lives are often quieter than those who take to the path of knighthood, focused on family, craft, trade, and maintaining the community they call home.
    ✥ While civilians may know less of the details surrounding outside Charges and Company activities, they are not separate from the Order's purpose. Many contribute through their chosen work, supporting the settlements, assisting travelers, tending resources, and ensuring that those who leave to help others always have somewhere to return. Not every oath is sworn with a blade, after all.
    ✥ Civilians may visit the Notice Board and accept smaller Charges when they wish, though their primary role is to build and maintain a thriving life within the Order. To many, creating a safe and welcoming home is just as important as defending one.

Quote:
「Oathsworn Knights」
    ✥ Granted only to those who have proven themselves worthy of the title, Oathsworn Knights are trusted to serve as leaders within the Order. They may command their own Company, oversee Guards, or take responsibility for protecting the settlements and those who call them home. Their duties are demanding, and they are expected to remain diligent in their training, maintain the armor and weaponry entrusted to them, and lead by example.
    ✥ An Oathsworn Knight is not above the Order they serve. Should one abandon the ideals they swore to uphold, misuse their authority, or endanger those under their care through negligence or disregard, their title may be stripped by the High Council. Even the strongest warriors remain bound by the same oaths as those they protect.

Quote:
「Companies」
    ✥ Companies, as mentioned above, are independent groups of knights led by an Oathsworn Knight, each brought together beneath a common purpose. They venture beyond the Order's walls to answer Charges, establish new settlements, render aid, and bring relief to those suffering beneath injustice.
    ✥ Oathsworn Knights are required to lead a Company.
    ✥ The leader may accept other positions within the Company, however only Knights count toward the minimum number required to establish a Company.
    ✥ Once approved, a new Company is given an empty chamber within the district surrounding the Company Gate, or may have a new headquarters carved into the mountain if no suitable space exists.
    ✥ Some Companies establish themselves permanently within settlements beyond the homebase rather than maintaining a headquarters within the mountain. These Companies remain subject to the Order's laws and expectations, and the High Council may intervene if a Company or its settlement strays too far from the Order's ways.
    ✥ Some Companies require their members to live within their headquarters, while others maintain separate homes within the Order's residential districts. Prospective members are expected to thoroughly understand a Company's culture before applying or accepting an invitation.
    ✥ The leading Oathsworn Knight personally selects their Company from among the un-Companied knights. They may also remove a knight from their Company if they believe the member is no longer suited to its purpose or standards. Those removed return to general guard duties until another Company accepts them.
    ✥ Knights may put themselves forward for consideration by writing their name upon the Notice Board, where un-Companied knights may express their general interest, or by directly approaching the leading Oathsworn Knight of a Company they wish to join.
    ✥ Members of a Company often identify themselves by both their Company and the Order, such as, "I am Ironclaw, of Bloodsworn."
    ✥ While membership is never guaranteed by blood, children of existing Company members may find it easier to join their family's Company due to familiarity with its customs, expectations, and purpose. The final decision remains with the Company's leading Oathsworn Knight.
    ✥ The leading Oathsworn Knight holds authority over their Company, though they may appoint a second-in-command to assist in its management. The title and responsibilities of this position may vary between Companies according to their individual traditions.
    ✥ While Company members ultimately answer to their leading Oathsworn Knight, the authority of the High Council always supersedes that of an individual Company. Generally, the High Council grants Companies a wide degree of independence so long as their members uphold the Order's laws, fulfill their duties, and remain true to their oaths.
    ✥ Leadership of a Company may be formally challenged if a member believes its Oathsworn Knight is no longer fit to lead or has strayed significantly from the Order's ways. Such concerns are expected to be brought before the High Council, which may investigate the matter and determine whether the leader should retain their position.
      — Despite this, it is not unheard of for a knight to challenge their leader to a duel outside the watchful eyes of the High Council. Such duels are not formally recognized as a means of changing leadership, nor does victory automatically grant the challenger the title. However, the tradition persists as an older and more personal means of confronting a leader.

Quote:
「Charges」
    ✥ Most Charges are posted either on the Notice Board or near the Company Gate for Companies to review and undertake. Smaller Charges may instead request specific services or goods from individuals or positions within the Order, such as gathering herbs, preparing food, or repairing equipment.
    ✥ Dangerous Charges are always entrusted to knights and guards. The High Council may assign additional support such as healers, hunters, or scouts when necessary, but those providing support are considered a protected part of the party and must be kept out of unnecessary danger.
    ✥ Those wishing to undertake a Charge must declare their intent to a member of the High Council. Depending on its nature, a Charge may be open to multiple people or Companies, while others may be restricted to a single party. All terms will be included with the Charge itself.
    ✥ As Charges may be either missions issued by the Order or requests made by those in need, anyone may submit a formal request for one through whatever means are available to them. Requests must provide the necessary details, including what is being asked, where the Charge is located, who or what the completed work should be delivered to, and any offered reward. The High Council reviews each request before making it available to the Order, ensuring that the Charge is both reasonably within the Order's ability to fulfill and consistent with its laws and ethics.
    ✥ Outsiders may submit requests for Charges as well, which are directed to the High Council for review before being posted.
    ✥ Scouts may report suspected danger, injustice, or locations where people are believed to require rescue. When appropriate, the High Council may respond by issuing a Charge with greater urgency.
    ✥ For urgent, sensitive, or otherwise private matters, a member of the High Council may approach a particular Company or individual directly and request their aid. Refusal is permitted, though doing so may result in judgment by those aware of it. If refused, the Council will approach another suitable party instead.
    ✥ Charges left unanswered may eventually be withdrawn if they are time-sensitive but no longer necessary, or assigned directly by the High Council if the matter is considered too important to leave unattended. The High Council greatly dislikes forcing its members into action and will make every effort to allow Charges to be accepted willingly before resorting to a direct order.
    ✥ Some Companies take great pride in the number of Charges they have completed. Individuals and Companies may keep their own records of completed Charges.

Quote:
「The Academy and Apprenticeship」
    ✥ All new members enter the Academy after swearing the First Oath, regardless of age, background, or birthplace. Those who have yet to complete their apprenticeship are known as the Unsworn. The Academy operates continuously throughout the year, with lessons, mentorship, and workshops rotating as the needs of the Order change rather than following a seasonal schedule.
    ✥ Instead of grades or exams, the Academy focuses on learning through guided experience and self-discovery. Unsworn are encouraged to take the time they might need to both understand themselves and develop their skills. It is the Academy's goal and wish that through dedication and training, one will find the path meant for them.
    ✥ All Unsworn must complete required studies in History, Etiquette, Diplomacy, First Aid, Survival, Literacy, and the laws upheld by its members. These teachings ensure that every individual — regardless of their eventual role — understands both the responsibilities and ideals carried by the Order and its First Oath.
    ✥ In addition to required studies, all Unsworn must complete at least three workshops, spending a minimum of two weeks within each. Workshops vary based on availability and are intended to expose apprentices to the many forms of service within the Order. Common workshops include helping in the Hearthwarrens, assisting healers, shadowing blacksmiths, accompanying archivists, aiding Companies, tending the Snowgardens, preparing food, and other broad skills.
      — It can be assumed that there is a workshop for each specific rank's skill, and players may loosely write about these experiences without needing the specific titles of these workshops.
    ✥ An Unsworn graduates only after completing their required studies, fulfilling their workshop requirements, and discovering both their place within the Order and the Second Oath they wish to carry. Upon graduation, they become Sworn and formally begin the path they have chosen.
    ✥ Those who have graduated may return and take workshops whenever they so wish.

Quote:
「Graduation and The Second Oath」
    ✥ Graduation begins once all requirements of the Academy have been fulfilled and the Unsworn has formally reported their completion to the Dean. A graduation ceremony will be scheduled in the following weeks if all instructors and the Dean agree.
    ✥ In the weeks leading up to graduation, the Unsworn will work alongside a Stonekeeper to select the oathstone that will carry their Second Oath. The chosen crystal is carefully removed from the Heart Caverns and prepared for its bearer, who will then carve their personal rune(s) into the stone as a symbol of their secondary vow. Graduation will be postponed if the Unsworn fails to collect and carve their oathstone in time.
    ✥ When the appointed day arrives, the Unsworn will enter the Vowchamber before the High Council and formally swear their Second Oath. During times of great need, when the High Council is unable to attend, a senior Oathsworn Knight may be entrusted to oversee the ceremony in their place. Some Unsworn may share their graduation with others, while others enter the Vowchamber alone.
    ✥ The full ritual of graduation and the Second Oath is further explained in [LINK]this[LINK] post.

Quote:
「Laws」
    ✥ The Order maintains carefully documented records of the laws that serve them. Every Unsworn is taught these laws during their time in the Academy, ensuring that all members understand both their rights and responsibilities before taking their Second Oath.
    ✥ The laws of the Order exist to protect. They cover matters of personal behavior, conflict resolution, protection of property, agreements between members, and responsibilities owed to one another and the Order.
      — It can be assumed standard laws of society are in place within the Order.
    ✥ Failure to abide by the laws of the Order will result in a formal trial, where the circumstances and intent behind the offense are considered before judgment is made. Punishment varies depending on the severity of the violation — lesser offenses will often require a form of community service, demotion, or reparation where needed.
    ✥ Acts that severely violate the freedoms or safety of another — such as murder, grievous harm, coercion, or abuse of authority — are likely to result in banishment from the Order. Such decisions are never made lightly, but those who take away the will of another cannot continue to stand beside the First Oath.

Quote:
「Death and Rebirth」
    ✥ Death is not considered a true end within the Order. Those who fall are preserved through their names and oaths, forever etched into the Hall of Oaths alongside the living. It is commonly believed that the fallen continue to walk the lands beside their people from time to time, whether as spirits, memories, or something that cannot quite be explained.
    ✥ Spiritual beliefs vary greatly between individuals and families. Some may find meaning in small coincidences, believing a familiar bird, unusual snowfall, or other unexpected sign to be a fallen loved one reaching back toward them. Others simply believe that the dead have moved somewhere beyond the world they knew. The only belief shared by all is that one who dies having remained true to their oath has reached a good end, leaving the world without burden or regret.
    ✥ Rebirth is another belief carried by many within the Order. Some believe the fallen return to the world when their oath is sworn by another, while others look for familiar markings, mannerisms, or even the same color of oathstone in those born afterward. There is no agreed-upon sign of rebirth, and no way to prove such a thing has occurred. Still, the idea that an oath may outlive its bearer — and perhaps one day find a new heart to carry it — remains deeply rooted within the Order.

Quote:
「Family and Love」
    ✥ There are few expectations surrounding love within the Order, so long as members consent and avoid incestual relations. Who one chooses to love, court, or build a family with is considered a personal matter.
    ✥ While the High Council does not directly encourage the practice, many families have developed a sense of pride in their lineage over generations. Some maintain private records of the oaths sworn by their ancestors, while others may pass a family oath down to a child should the child feel that the same promise calls to their heart. Certain families have developed recognizable themes in the oaths they carry, and a child choosing something vastly different may occasionally come as a tense surprise. This tradition is not universal, though families descended from the founders tend to hold their lineage especially close.
    ✥ It is a common belief within the Order that one chooses their family. While many remain close to their blood relatives, it is equally accepted to adopt another member as a sibling, parent, child, or other form of kin. The Order recognizes that blood does not always make a family, nor does it guarantee that a relationship is healthy. Members are supported in severing ties with blood relatives when necessary, without being expected to preserve a relationship simply because of shared ancestry.
    ✥ Whether blood or chosen, families often mark their shared identity through a name carved into the entrance of their family homes. Some families also carry a symbol representing their lineage, worn openly upon the body or kept quietly within the family itself.

Quote:
「Reproduction」
    ✥ The Order places very few expectations upon who its members choose to have children with or when they choose to do so. Families are considered a personal matter, though it is generally expected that children born to members will be raised within the Order and its community.
    ✥ Children born within the Order are taught its customs and values from an early age and are welcomed to participate in communal life alongside their families. They are not required to join the Order or take the First Oath upon coming of age, though those raised within its walls are naturally more likely to find their place within the Academy and eventually choose to swear the Oaths themselves.
    ✥ Once they reach adulthood, those who choose not to join the Order are expected to leave its territory and begin their lives elsewhere. This is not considered punishment or rejection, and they remain welcome to visit their family and friends within the Order whenever they wish.
    ✥ Parents may step away from their usual duties to raise their children until they enter the Academy, or may request the assistance of a Caretaker while they continue working.

Quote:
「Names」
    ✥ While there are no rules on what a member names their children, certain themes have become common throughout generations of the Order. Snow and ice, minerals and crystals, mountains, winter weather, and other elements of the North Icelands are frequent sources of inspiration. Names often also draw from virtues admired by the Order, such as courage, freedom, justice, resolve, or hope.

Quote:
「Species and Appearance」
    ✥ All species are welcome within the Order, as their bond is formed through shared oaths rather than appearance.
    ✥ Those born within the homebase often develop physical traits suited to the harsh climate of the North Icelands. Thicker fur, denser coats, and other natural adaptations are common, though many members rely on crafted clothing, furs, and protective gear regardless of their birthplace.

Quote:
「Travel」
    ✥ Members are free to travel beyond the Order's territories once they reach adulthood. For safety, it is customary to travel alongside a Guard or Company, particularly when venturing into unfamiliar or dangerous lands. Those who believe they can safely travel alone may petition the High Council for permission to do so, provided they can demonstrate that assistance will not be necessary.
    ✥ Those traveling beyond the Order's territories are given a metal-covered feather to wear somewhere upon their person, serving as a recognizable mark of the Oath and allowing outside settlements to identify them as members of the Order. Members undertaking longer journeys are expected to send occasional word of their wellbeing through birds, traveling companions, or other available means. Should a member remain silent for an extended period without explanation, the Order will eventually send a Company to search for them and ensure they are safe.

Quote:
「Settlements」
    ✥ Some members of the Order choose not to remain within the icelands, instead establishing smaller settlements throughout the realm. These communities are traditionally founded by a Company and often grow around the families and members who chose to settle there, but there are few formal rules on how they are built or organized. So long as they uphold the Order's ways, remain in contact with the homebase, and continue to honor their oaths, each settlement is largely free to shape itself as its members see fit.
    ✥ No settlement may close its doors to another member of the Order. All sworn members are welcome to seek shelter, visit, or temporarily reside within any settlement under the Order's protection, regardless of which Company founded it or how far from the homebase it lies.
    ✥ While uncommon, settlements may eventually disband if they can no longer sustain themselves, their members choose to relocate, or circumstances make continued settlement unsafe. Members are welcomed back into the homebase or may choose to establish themselves elsewhere under the Order's protection. The settlement itself may be abandoned, rebuilt, or reclaimed in time, but its members remain part of the Order regardless of where they make their home.
    ✥ Settlements are noted on a drawn map, both on the Notice Post, and also within the Crystal Library.

Quote:
「Outsiders」
    ✥ Outsiders are welcome within both the homebase and the Order's settlements. Members are generally polite and neutral toward visitors, though it is not uncommon for outsiders to find the Order somewhat stiff. Whether due to the cold, their disciplined way of life, or simply the weight they place upon their oaths, members tend to maintain a certain reserve around those they do not yet know. This should not be mistaken for hostility; visitors are considered guests until they give the Order reason to think otherwise.
    ✥ Visitors are expected to stay at Traveler's Rest, regardless of whether they have family or acquaintances living within the Order. There they will be provided with food, shelter, and a safe place to rest for the duration of their visit.
    ✥ Visitors are not charged a fee for lodging or meals. However, offering goods, assistance, or a service in return for one's stay is greatly appreciated and encouraged. Those who willingly contribute to the community will often find themselves welcomed more warmly than those who simply take what is offered.
    ✥ Visitors who find themselves drawn to the Order's way of life may petition to join. Once approved by the High Council, they are treated much like any other new member, regardless of age or origin, and will enter the Academy as an Unsworn to learn the Order's ways before deciding whether to take their Second Oath.
    ✥ Those brought back to the Order after being rescued during a Charge (or arriving seeking asylum) are treated as any other visitor. They are given food, shelter, and time to recover at Traveler's Rest, with no expectation that they repay the Order or join its ranks. Should they later wish to remain, they may petition to join and begin the same process as any other prospective member.

Quote:
「Prison」
    ✥ Imprisonment is always intended to be temporary, as permanent imprisonment goes against the founding morals of the Order. It is primarily reserved for hostile parties captured during Charges and serves as a place of temporary holding while the High Council determines how best to resolve the situation.
    ✥ Prisoners are provided food, shelter, and basic care throughout their confinement. They may not be harmed, mistreated, or deliberately neglected. Ordinary members are forbidden from visiting or interacting with prisoners in any capacity; only designated guards, knights, and members of the High Council may do so.
    ✥ The purpose of imprisonment is never to keep a prisoner indefinitely, but to prevent further harm while the Order determines what justice requires. The High Council may question prisoners directly, accompanied by a guard, or send a designated guard to gather pertinent information. Particular attention is often given to information that may help dismantle the prisoner's remaining influence, uncover additional victims, or prevent future harm.
    ✥ Once the Order has gathered what information it needs and determined that the prisoner no longer poses an immediate threat, they are escorted far beyond the Order's territory and released. Prisoners leave without their weapons, possessions, or other belongings, which remain with the Order or are discarded.
    ✥ Members of the Order are only subject to imprisonment in exceptional circumstances, such as causing grievous harm, committing a serious violation of the Order's laws, or deliberately acting in severe opposition to its founding principles.
    ✥ Children may never be imprisoned. Regardless of their actions or circumstances, they are to be placed into appropriate care instead.
    ✥ The Order has no known answer for those who repeatedly commit grievous wrongdoing and find themselves imprisoned more than once, nor for those whose actions are considered so severe that ordinary justice seems inadequate. Such cases have been rare enough that no formal doctrine has yet been established. For now, the High Council is left to determine each circumstance individually, though some quietly question what the Order should do if one day they are presented such a case.

Quote:
「Banishment」
    ✥ Banishment from the Order is rare, though the Order is not endlessly forgiving. Causing grievous harm, deliberately threatening the lives or freedom of its people, or committing acts considered abhorrently opposed to the First Oath may result in immediate banishment. Other offenses are weighed individually by the High Council, with the circumstances and severity of each case taken into serious account.
    ✥ A banished member has their name struck from the Hall of Oaths and is forbidden from entering or approaching Order territory. They are no longer considered one of the Order's people, regardless of how long they once served. Should a banished member be encountered again, they will be treated with coldness and caution rather than the familiarity normally afforded to those who once called the Order home.

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PostPosted: Wed Jul 01, 2026 2:46 pm


traditions

my least favorite thing to type up, come back to this at the end after i claw my eyes out

- possibly have a game to help flesh out?

[OATHSWEARING]

[OATHSTONE CEREMONY "find notes on better name"]

[NAME SHEDDING]

NymiiNym
Crew

Shy Wife


NymiiNym
Crew

Shy Wife

PostPosted: Wed Jul 01, 2026 2:49 pm


history

[CURRENT HAPPENINGS]
- Freya is still unsure why it seems that many new paws in her life think she's the one fit to lead the order, but a part of her claws for a chance to prove herself worthy of their honorable mentions. Lots of development in the inner caves is underway, and order is being established where needed.

- A party is being formed to take on a mission to rescue a known captive in the grasslands, with the hope that it can be done peacefully, if possible. It's... going to be a whole thing, eventually.

[FREYA'S ORIGINAL JOURNEY]

[THE FOUNDING MEMBERS]

[CREATION]

[THE FIRST CHARGE]
PostPosted: Wed Jul 01, 2026 2:51 pm


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The Order of the First Oath keeps a tight ship, thriving on routine, structure, and a willingness to always show up for one another. Everyone has a part to play, whether they're a leader, a knight, or even a civilian. No matter the rank one takes or the Second Oath they swear, they must contribute to the Order in some form; how else can they expect it to continue and prosper without the care and dedication of its own people?

Some positions will appear directly beneath others with a — marker; these are specialized Mastery positions that require additional training, experience, and/or promotion through the completion of Charges. Players can refer to the Charges post for more information on how the promotion system works. Occasionally, characters may be gamed off (by Nym) with access to promotion-based ranks, and will be noted within the rules of that game.

Players may suggest a new rank idea by DMing NymiiNym on Discord!

Quote:
「Leadership」
The Oath's leadership is built around shared responsibility rather than individual, authoritative rule. Those in leadership are expected to work together, keeping one another in check and ensuring no single voice holds absolute power. No matter the responsibilities a leader carries, they remain bound by the same laws and oaths as those they lead.

King/Queen: The highest ranking leader of the Order, they are responsible for representing its people and serving as the final voice in matters of great importance. Despite their position and title, a King or Queen is not permitted to rule alone and is expected to work alongside the High Council. While the name of the title itself is largely symbolic, it serves as a reminder of the responsibility they carry toward the Order and its people. Their authority is ultimately one of guidance and assistance rather than true ownership, and they are expected to place the Order's wellbeing over their own ideals and desires.

High Council: A group of trusted members who aid in overseeing the Order's most important decisions, laws, disputes, and long-term goals. Council members are chosen for their judgement, experience, and dedication to the Order rather than simply their accomplishments, although those may play a part as well. The Council works directly alongside the King or Queen, ensuring no major decision is left upon the shoulders of a single individual. Should the Council believe their leader has strayed too far from the Order's ideals or is no longer fit to serve, they may collectively call for a re-election of the King or Queen.

Oathsworn Knights: The highest position within knighthood commonly earned through service within the Order. Oathsworn Knights are trusted to lead Companies, oversee knights and guards, protect the Order's people, and take command during dangerous situations. Their title is one of responsibility rather than privilege, and they are expected to exemplify the Order's ideals while remaining accountable to both the High Council and the laws they have sworn to uphold.

Dean: The highest authority within the Academy, responsible for overseeing the education and apprenticeship of all Unsworn. The Dean ensures that required teachings are upheld, workshops remain available, and each Unsworn is given the opportunity to discover their calling without outside pressure. While the Dean does not command Companies or the Order's military forces, their judgement regarding an Unsworn's education carries considerable weight.


Quote:
「Mastery」
Masteries are specialized positions earned by members who have proven their skill and experience within their chosen field. Those who receive a Mastery take on more intensive duties and help guide others within their field, often teaching or overseeing those still developing their skills. Most Mastery positions are either integral to the core functions of the Order or are specialized roles that Companies may request to accompany them on Charges.

Masteries are not necessarily a higher rank within the Order, but represent additional expertise, responsibility, or specialization within a member's chosen field.

Some positions will appear directly beneath others with a — marker; these are specialized Mastery positions that require additional training, experience, and/or promotion through the completion of Charges.


Quote:
「Combat Positions」
Combat positions make up the Order's primary defensive, expeditionary, and field-response forces. While not everyone within these positions is considered a knight or guard, all are expected to maintain the skills necessary to protect both themselves and others. Their duties may take them beyond the Order's walls, into dangerous lands, or directly into the middle of conflict.

Knights: Knights are the Order's offensive and expeditionary combatants. All knights either belong to a Company or remain un-Companied while awaiting one to accept them. They are expected to participate in Charges, training, and other duties assigned by their Oathsworn Knight. Their training focuses on combat, teamwork, and traversing safely beyond the Order's territory.
    Vanguard: Knights who specialize in taking the lead during dangerous situations. Vanguards are often the first into unfamiliar territory or hostile encounters, using their training to create openings for the rest of their Company and protect those following behind.

Guards: Guards are responsible for the day-to-day protection of the Order's settlements, people, and important locations. Unlike knights, guards are not required to belong to a Company and are more often concerned with defense close to home. They maintain watch, patrol territory, escort visitors, and respond to threats within the Order's borders.
    Sentinel: Guards assigned primarily to watch and observe. Sentinels maintain posts, monitor entrances and borders, and are trained to notice approaching threats before they can become a danger to the Order.
    Warden: Guards entrusted with more active protective duties, including patrols, escorts, and responding to disturbances within Order territory. Wardens are often called upon when a situation requires more than simply observation.

Rescuer: Members trained specifically to locate, reach, and safely extract those in danger. Rescuers are particularly valuable during Charges involving collapsed structures, hostile territory, difficult terrain, or individuals who cannot safely remove themselves from danger. They may come from either combat or support backgrounds — provided they have the necessary training — and are expected to be proficient in close-quarters combat should they need to defend themselves or those they are rescuing.

Ranger: Combatants trained for extended travel and survival beyond the Order's walls. Rangers specialize in navigating difficult terrain, tracking threats, surviving away from the Order's resources, and protecting themselves and others during long expeditions. They are often relied upon when a Charge requires someone to remain outside the Order's walls for an extended period. Their training also includes foraging, scouting, and hunting, allowing them to remain self-sufficient while traveling far from the Order.


Quote:
「Support Positions」
Support positions encompass the many duties that allow the Order to function beyond combat. These members maintain the homebase or settlement in which they live, care for its people, preserve its history, and provide the resources necessary for both everyday life and Charges.

Healer: Those trained to care for the sick and injured. Healers maintain medical supplies, treat injuries and illnesses, and provide care both within the Order's settlements and when their assistance is required elsewhere.
    Head Healer: A Healer who has mastered their understanding of medicine and healing and is trusted to lead others within their field. A Head Healer is turned to during times of great stress or importance, and may direct other Healers when their experience or judgement is needed.
    Company Medic: A Healer trained and trusted to accompany Companies and other dangerous Charges. Company Medics are capable of providing treatment in the field while remaining alongside those they are responsible for protecting, often working under difficult or dangerous conditions. Their presence is particularly valued during rescues and combat-heavy Charges.

Oathgardener: Those responsible for tending the oathstone caverns and monitoring the growth of new stones. Oathgardeners ensure the formations remain healthy, carefully identify stones ready to be selected, and protect the oathstones from unnecessary disturbance.

Peacemaker: Members who assist with internal disagreements, disputes, and strained relationships. Peacemakers do not serve as judges and cannot simply declare one party right or wrong; instead, they work to help those involved reach an understanding while ensuring the Order's laws and ideals are respected.

Artisan: General craftspeople who create, repair, and maintain the many smaller goods used throughout the Order. Artisans may specialize in any material or craft they see fit — with the exception of oathstones — and the position is intended to encompass any general craftsperson whose work does not fall under another position.

Blacksmith: Those responsible for working ore and metal into tools, weapons, armor, and other necessary goods. Blacksmiths maintain the Order's existing equipment while also creating new pieces as needed. They often work closely with Artisans.
    Oathsmith: A Blacksmith who has been trusted to train in the handling and working of oathstones and other materials considered valuable to the Order. Oathsmiths are entrusted with shaping and preparing stones once they have been selected, as well as maintaining the tools and techniques required to work them without causing damage. They also assist newly sworn members in carving their personal runes into their oathstones.

Builder: Members responsible for construction and maintenance throughout the Order's settlements. Builders work with stone, wood, ice, and other available materials to create homes, communal spaces, roads, and defenses, as well as carve new rooms and halls into the homebase mountain. Builders are responsible for ensuring the Order's structures remain safe, functional, and able to withstand the harsh conditions of the Icelands.

Farmer: Members who cultivate crops. Farmers work closely with the Snowgardens when necessary, producing food and useful plants that can survive the conditions of the Icelands.

Teacher: Educators responsible for teaching both Unsworn and other members of the Order. Teachers may specialize in subjects such as History, Law, Etiquette, Diplomacy, First Aid, Survival, and Literacy.

Scout: Those who travel beyond established areas to gather information, observe unfamiliar locations, and report potential dangers or opportunities. Scouts are often responsible for mapping routes, monitoring nearby settlements, and alerting the Order when a Charge may be necessary. They may also carry messages when reliable communication is needed.

Hunter: Members responsible for tracking and hunting animals for food and other useful resources. Hunters are familiar with the surrounding wilderness and may accompany Charges when knowledge of local wildlife or hunting is necessary.

Forager: Members who gather edible plants, herbs, fungi, and other naturally occurring resources. Foragers are expected to know what can safely be harvested and where resources can be found without damaging the surrounding environment.

Caretaker: Members who primarily care for children and those unable to fully care for themselves. Caretakers watch over younger members, assist families when needed, and help provide children with a safe and stable upbringing within the Order.

Archivist: Scholars entrusted with maintaining the Order's records and history. Archivists preserve written documents, legal records, Company histories, maps, and information regarding past members and oaths. They are responsible for ensuring important knowledge is properly recorded, organized, and preserved for future generations. They tend to the Archivum of Vows and ensure all records are either kept within its walls or returned home in a timely manner.
    Senior Archivist: An Archivist who has spent considerable time within the Archivum of Vows and developed extensive knowledge of its records and practices. Senior Archivists may oversee other Archivists and, with their assistance, write entirely new tomes documenting the Order's history and knowledge. They are also permitted into the deepest parts of the Archivum, where the Order's oldest and most important records are kept.
    Oathscribe: An Archivist entrusted with preserving and studying the Order's history of oaths. Oathscribes oversee the recording of newly sworn members within the Hall of Oaths, assisting them as they carve their name and Second Oath into its walls. They also help prepare the runes used upon oathstones and guide Unsworn through the traditions surrounding the discovery and swearing of their Second Oath, though the oath itself must always be chosen freely by its bearer. Oathscribes are relied upon whenever matters concerning oaths arise, drawing upon their extensive knowledge of previous oaths, their bearers, and those that have been broken to provide historical context or guidance when similar circumstances arise. Their knowledge makes them one of the Order's most trusted authorities on matters of oath, though they hold no special authority over the oath itself.

Cook: Members responsible for preparing meals and maintaining the Order's communal food stores. Cooks work closely with Farmers, Hunters, and Foragers to ensure food is properly prepared, preserved, and distributed.

Undertaker: Those who care for the dead and assist their families through the rituals surrounding death. Undertakers prepare bodies for burial or cremation, oversee funeral ceremonies, and help ensure the names of the deceased are properly recorded and honored. They may also provide quiet support to grieving families when a Peacemaker or other member is not needed.


Quote:
「Civilians」
Not every member of the Order needs a formal position. Civilians form the everyday population that keeps the settlements alive, working trades and casual professions, raising families, maintaining homes, participating in the community, or simply living a quieter life. Their contributions are no less important simply because they do not carry a formal title. All are expected to contribute in some way, with civilians generally making up the Order's casual workforce rather than taking on one of its more specialized positions.

Civilian: Members whose duties do not fall under another formal position.

Companion: While all Companions may hold other positions within the Order, some choose to instead remain alongside their bonded and accompany them in whatever duties they may undertake. The title of Companion is reserved for those whose primary role is to support and accompany their bonded — those who take on a more specialized position within the Order will instead be referred to by that rank.

Unsworn: The term encompassing all members who have yet to receive their Second Oath. This includes children who have not yet begun their training, members currently attending the Academy, and newly introduced members who have been accepted into the Order but have not yet begun their time at the Academy. Those who choose to join the Order will eventually move beyond it once they complete their training and swear their Second Oath.


Quote:
「Prisoners」
Prisoners are individuals temporarily held by the Order when immediate release would present a danger or prevent justice from being properly carried out. Imprisonment is never intended as permanent punishment and is used sparingly, reflecting the Order's belief that even those who have done wrong should not be stripped of their freedom without reason. Prisoners are fed, housed, and protected from mistreatment while the High Council determines the appropriate outcome.

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NymiiNym
Crew

Shy Wife


NymiiNym
Crew

Shy Wife

PostPosted: Wed Jul 01, 2026 2:53 pm


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A handful of ranks require experience in a previous or adjacent position, while others serve as direct promotions. This post explains masteries, promotions, and the requirements associated with earning and maintaining these positions.

Quote:
Warning
Some of these positions carry significant responsibilities and can directly influence the Order as a whole. Ranks marked with a red require active players to hold them. Characters whose players leave the shop, become inactive in Order events, or are otherwise unreachable may be demoted so that these positions remain available to active players.


Quote:
「Earning Points」
Players earn points by participating in Charges, events, and standard RPs. There are two types of points: C (for Charges) and P (for participation in RPs and events). Failed Charges still provide points!

Players who complete a Charge together will only receive the points they individually earned.

Points belong to the character who earned them and are spent when used, requiring the character to earn more before they can be spent again.

(C)harges:
  • Failing a Charge: 1C
  • Completing an easy Charge: 2C
  • Completing a dangerous Charge: 3C

(P)articipation:
  • Completing 1 RP (minimum 500 words written per individual player involved): 1P
  • Participating in 1 Event (run by Nym or High Council): 3P

P may be earned once per RP per character. Players cannot repeatedly earn P from the same RP or from edits to an existing RP. P is awarded per completed RP, not per every 500 words written.

Quote:
「Vanguard」
Knights who specialize in taking the lead during dangerous situations. Vanguards are often the first into unfamiliar territory or hostile encounters, using their training to create openings for the rest of their Company and protect those following behind.

Requirements: Character must currently hold the Knight position.
    — Requires 9C and 3P to be promoted to Vanguard.


Quote:
「Sentinel」
Guards assigned primarily to watch and observe. Sentinels maintain posts, monitor entrances and borders, and are trained to notice approaching threats before they can become a danger to the Order.

Requirements: Character must currently hold the Guard position.
    — Requires 6C and 2P to be promoted to Sentinel.


Quote:
「Warden」
Guards entrusted with more active protective duties, including patrols, escorts, and responding to disturbances within Order territory. Wardens are often called upon when a situation requires more than simply observation.

Requirements: Character must currently hold the Guard position.
    — Requires 9C and 3P to be promoted to Warden.


Quote:
「Head Healer」
A Healer who has mastered their understanding of medicine and healing and is trusted to lead others within their field. A Head Healer is turned to during times of great stress or importance, and may direct other Healers when their experience or judgement is needed.

Requirements: Character must currently hold the Healer position.
    — Requires 12C and 6P to be promoted to Head Healer.


Quote:
「Company Medic」
A Healer trained and trusted to accompany Companies and other dangerous Charges. Company Medics are capable of providing treatment in the field while remaining alongside those they are responsible for protecting, often working under difficult or dangerous conditions. Their presence is particularly valued during rescues and combat-heavy Charges.

Requirements: Character must currently hold the Healer position.
    — Requires 9C and 3P to be promoted to Company Medic.
    — Requires approval from a Company owner to join their Company.


Quote:
「Senior Archivist」
An Archivist who has spent considerable time within the Archivum of Vows and developed extensive knowledge of its records and practices. Senior Archivists may oversee other Archivists and, with their assistance, write entirely new tomes documenting the Order's history and knowledge. They are also permitted into the deepest parts of the Archivum, where the Order's oldest and most important records are kept.

Requirements: Character must currently hold the Archivist position.
    — Requires 3C and 9P to be promoted to Senior Archivist.


Quote:
「Oathscribe」
An Archivist entrusted with preserving and studying the Order's history of oaths. Oathscribes oversee the recording of newly sworn members within the Hall of Oaths, assisting them as they carve their name and Second Oath into its walls. They also help prepare the runes used upon oathstones and guide Unsworn through the traditions surrounding the discovery and swearing of their Second Oath, though the oath itself must always be chosen freely by its bearer. Oathscribes are relied upon whenever matters concerning oaths arise, drawing upon their extensive knowledge of previous oaths, their bearers, and those that have been broken to provide historical context or guidance when similar circumstances arise. Their knowledge makes them one of the Order's most trusted authorities on matters of oath, though they hold no special authority over the oath itself.

Requirements: Character must currently hold the Senior Archivist position.
    — Requires 3C and 12P to be promoted to Oathscribe.


Quote:
「Oathsworn Knight」
The highest position within knighthood commonly earned through service within the Order. Oathsworn Knights are trusted to lead Companies, oversee knights and guards, protect the Order's people, and take command during dangerous situations. Their title is one of responsibility rather than privilege, and they are expected to exemplify the Order's ideals while remaining accountable to both the High Council and the laws they have sworn to uphold.

Requirements: Character must currently hold the Knight or Vanguard position.
    — Requires 20C and 20P to be promoted to Oathsworn Knight.
    — Must have a Company name selected.
    — Must have at least 3 Order members willing to join their Company.
    — Must complete 1 RP with a member of the High Council or King/Queen, who must approve their ascension.

Privileges : May hold smaller events with approval by Nym, establish additional settlements, and run their own Company.


Quote:
「High Council」
A group of trusted members who aid in overseeing the Order's most important decisions, laws, disputes, and long-term goals. Council members are chosen for their judgement, experience, and dedication to the Order rather than simply their accomplishments, although those may play a part as well. The Council works directly alongside the King or Queen, ensuring no major decision is left upon the shoulders of a single individual. Should the Council believe their leader has strayed too far from the Order's ideals or is no longer fit to serve, they may collectively call for a re-election of the King or Queen.

Requirements: Character may hold any position within the Order, with the exception of Oathsworn Knight.
    — Requires 10C and 35P to be promoted to High Council.
    — A Council slot must be available; additional slots may be added as the Order grows.
    — Requires participation in events and RPs to maintain position.

Privileges : May hold smaller events with approval by Nym.


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PostPosted: Wed Jul 01, 2026 2:54 pm


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Found almost directly in the middle of the Outer Commons is the Notice Board, where all Charges, news, and important listings can be found! Check here to pick up an active Charge and earn C!

Players may suggest or send out Charges by DMing Nym on Discord!

Quote:
「Taking a Charge」
Charges will have specific rules and requirements noted within their posting. Please read the entire Charge before beginning, as some may have additional conditions or restrictions!

Charges will be cycled out after a set period of time, with deadlines noted within their posting. Once a Charge has been retired, players may no longer begin it; however, completed Charges may still be turned in and redeemed at any time, as long as all requirements were fulfilled before its deadline!

Charges are not limited to a single player and may be completed alongside other members of the Order. Each player must still meet the Charge's requirements individually, and points are awarded based on each character's own contribution. Some Charges may even become easier or safer with additional members, so working together is encouraged.


Quote:
「Charge: Into the Depths!」
A tattered, thin piece of parchment has been nailed into the board, its writing painted in shaky strokes. It looks old, as if it either hasn't been touched in some time or has been worn through travel.

Quote:
Seeking Help!


While traveling with my family I dropped my favorite plushiee down the rawvine... Mom won't let me go back, but I can't sleep without it! I know it's a lot to ask, but I'd be greatfull!

An additional note is scribbled neatly underneath:

It is recommended that you bring rope, food, and other travel supplies from your Company, or request necessary gear from the High Council.

Deadline: September 15th, 2026
Difficulty: Hard
Who Can Participate: Everyone

Mechanics:
Players will post descending into a deep ravine beneath a travel bridge in the grasslands. The ravine has remained largely unexplored, and there are rumors of monsters lurking below, although no evidence has ever been found.

    ✥ Players must roll 1–100 for every post made while descending into the ravine.
    ✥ Use the chart below to determine the results of each roll.
    ✥ The Charge is considered completed once a total of 5 success rolls have been achieved. These successes do not need to be earned by the same player.
    ✥ Individual failures are tracked separately for each participant. A player who accumulates 3 failures is considered injured and must retreat from the ravine.
    ✥ Players who are forced to retreat before the Charge is completed may still receive the 1C awarded for participating, but do not count toward the Charge's completion.
    ✥ RP may also provide P if it meets the requirements found in the Mastery and Promotions post, but this is not required to complete the Charge.
    ✥ Players may attempt the Charge again in a new thread after failing.
    ✥ Each character may only successfully complete the Charge once and cannot earn additional completion rewards by repeating.
    ✥ Players may include additional RP or buffer posts between rolls, allowing the story to progress naturally between mechanics.
    ✥ All RP for the Charge must end once the Charge has been redeemed (or move to a different thread).

Chart:
  • 1-25: Success! You descend further down the ravine, and the rope receives no damage.
  • 26-50: Failure! The rope catches on the rocks and begins to fray. You're forced to stop and address the situation before continuing.
  • 51-65: Success! You find a sturdy ledge and settle down to eat a snack before continuing.
  • 66-75: Failure! You hear a loud roar and your foot slips. The rope jerks harshly, catching your breath as you steady yourself. Was that a bear? Down here? You need a moment to collect yourself.
  • 76-85: Success! Things are going smoothly — keep going!
  • 86-90: Critical Failure! Your rope snaps, and you crash past several rocks and ledges before one catches you. You're left stranded until retrieved by other members of the Order, who quickly take you home.
  • 91-100: Success! You spot a rare herb while descending and make a mental note to grab it for the Healers on the way back.


Quote:
「Charge: The Lost Goat!」
A neatly painted Charge is attached to the bottom left of the board.

Quote:
A Goat is Lost


A farmer's goat has escaped its enclosure and wandered past the farm hills. Find it and bring it home before nightfall.

Deadline: September 15th, 2026
Difficulty: Easy
Who Can Participate: Everyone

Mechanics:
The player who starts the thread will roll 1–5. This single roll determines the result of the Charge for everyone participating in the thread. All participants must respond to the result through RP to receive rewards.

    ✥ The thread starter must roll 1–5.
    ✥ Use the chart below to determine the result of the roll.
    ✥ All participants must respond to the rolled result through RP, with a minimum of 500 words per player.
    ✥ Rolling a 3 is considered a failure. Players who respond to the prompt with the required 500 words will still receive 1C for the failed Charge, as well as 1P for their RP.
    ✥ Players may attempt the Charge again in a new thread after failing.
    ✥ Each character may only successfully complete the Charge once and cannot earn additional completion rewards by repeating it.
    ✥ Players may include additional RP or buffer posts between the rolled result and their response should they wish.
    ✥ All RP for the Charge must end once the Charge has been redeemed, or may be continued in a different thread.

Chart:
  • 1: The goat rolls their eyes at your feeble attempts and requires a lot of begging before finally agreeing to listen.
  • 2: The goat maintains eye contact, their head lowered with horns pointed in your direction. You're sure they're about to bolt, forcing you to work with your team to surround the goat before safely bringing them home.
  • 3: Failure! That's... not a goat — it's just a rock shaped like one! You cannot find the goat in time and return home empty-handed.
  • 4: Didn't the notice mention only one goat? Why are there three wandering the grasslands? You spend considerable time with your team gathering the goats, only to discover that two of them aren't the farmer's. Oh well — the farmer seems happy to have new goats and their original!
  • 5: You find the goat pinned against the rocky ledges beneath a hungry ma'duwi. How you scare the ma'duwi away is up to you, but thankfully the goat is unharmed.


Quote:
「Charge: The Frozen Path!」
A Charge has been neatly pinned to the board, written in careful handwriting from dark paint.

Quote:
A Dangerous Path

The path leading between two traveled areas has become dangerously icy after several days of freezing weather. Help clear the ice and make the path safe for everyone to use again.

Deadline: September 15th, 2026
Difficulty: Easy
Who Can Participate: Everyone

Mechanics:
The player who starts the thread will RNG 1-5. All participants must answer the prompt to receive rewards.

    ✥ The thread starter must roll 1–5.
    ✥ Use the chart below to determine the result of the roll.
    ✥ All participants must respond to the rolled result through RP, with a minimum of 500 words per player.
    ✥ Rolling a 3 is considered a failure. Players who respond to the prompt with the required 500 words will still receive 1C for the failed Charge, as well as 1P for their RP.
    ✥ Players may attempt the Charge again in a new thread after failing.
    ✥ Each character may only successfully complete the Charge once and cannot earn additional completion rewards by repeating it.
    ✥ Players may include additional RP or buffer posts between the rolled result and their response should they wish.
    ✥ All RP for the Charge must end once the Charge has been redeemed, or may be continued in a different thread.

Chart:
  • 1: The ice is thicker than expected, requiring a decent amount of effort to break through. After some hard work, the path is finally safe to walk again.
  • 2: You discover that the ice has completely covered several uneven stones beneath it. Clearing them takes some time, but the path is much safer once they're exposed again.
  • 3: Failure! While attempting to clear the path someone slips and sends the tools sliding down the hill. After recovering them, it's decided that the path is simply too dangerous to work on today. You'll have to try again another time...
  • 4: The ice breaks apart surprisingly easily, and you make quick work of the worst sections. You even find some gravel nearby that can be spread across the path to help prevent it from freezing over again.
  • 5: The path is almost completely frozen solid, but you discover a natural spring running beneath part of it. After clearing the worst of the ice, the warmth from the water helps keep the path from freezing over again. Phew!


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NymiiNym
Crew

Shy Wife


NymiiNym
Crew

Shy Wife

PostPosted: Wed Jul 01, 2026 2:55 pm


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All official members will be logged here, with their current rank listed. Please message NymiiNym on Discord if there is an error.

Members marked ✤ next to their name also teach workshops.

Some positions will remain locked, while others may increase in the number of members allowed over time. It is safe to assume the High Council and Oathsworn Knights slots will increase over time — as long as there is active play ongoing in the Order.


Quote:
「Queen」
    ✥ 1/1 [Freya — NymiiNym]

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Quote:
「High Council」
    ✥ 0/5 [Name — Player]

None one yet!


Quote:
「Oathsworn Knight」
    ✥ 1/6 [Atticus — NymiiNym]

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Quote:
「Dean」
    ✥ 0/1 [Name — Player]

None one yet! Possibly a game?


Quote:
「Knight」
    ✥ 1/∞ [Gabriel — NymiiNym]

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Quote:
「Vanguard」
    ✥ 0/∞ [Name — Player]

None one yet!


Quote:
「Guard」
    ✥ 1/∞ [Dionysus — NymiiNym]

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Quote:
「Sentinel」
    ✥ 0/∞ [Name — Player]

None one yet!


Quote:
「Warden」
    ✥ 0/∞ [Name — Player]

None one yet!


Quote:
「Rescuer」
    ✥ 0/∞ [Name — Player]

None one yet!


Quote:
「Ranger」
    ✥ 1/∞ [Sundri — NymiiNym]

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Quote:
「Healer」
    ✥ 0/∞ [Name — Player]

None one yet!


Quote:
「Head Healer」
    ✥ 0/3 [Name — Player]

None one yet!


Quote:
「Company Medic」
    ✥ 1/∞ [Demeter — NymiiNym]

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Quote:
「Oathgardener」
    ✥ 0/5 [Name — Player]

None one yet!


Quote:
「Peacemaker」
    ✥ 0/5 [Name — Player]

None one yet!


Quote:
「Artisan」
    ✥ 0/∞ [Name — Player]

None one yet!


Quote:
「Blacksmith」
    ✥ 0/∞ [Name — Player]

None one yet!


Quote:
「Oathsmith」
    ✥ 0/3 [Name — Player]

None one yet!


Quote:
「Builder」
    ✥ 0/∞ [Name — Player]

None one yet!


Quote:
「Farmer」
    ✥ 0/∞ [Name — Player]

None one yet!


Quote:
「Teacher」
    ✥ 0/∞ [Name — Player]

None one yet!


Quote:
「Scout」
    ✥ 0/∞ [Name — Player]

None one yet!


Quote:
「Hunter」
    ✥ 0/∞ [Name — Player]

None one yet!


Quote:
「Forager」
    ✥ 0/∞ [Name — Player]

None one yet!


Quote:
「Caretaker」
    ✥ 0/∞ [Name — Player]

None one yet!


Quote:
「Archivist」
    ✥ 0/∞ [Name — Player]

None one yet!


Quote:
「Senior Archivist」
    ✥ 0/∞ [Name — Player]

None one yet!


Quote:
「Oathscribe」
    ✥ 0/3 [Name — Player]

None one yet!


Quote:
「Cook」
    ✥ 0/∞ [Name — Player]

None one yet!


Quote:
「Undertaker」
    ✥ 0/5 [Name — Player]

None one yet!


Quote:
「Civilian」
    ✥ 0/∞ [Name — Player]

None one yet!


Quote:
「Companion」
    ✥ 0/∞ [Name — Player]

None one yet!


Quote:
「Unsworn」
    ✥ 0/∞ [Name — Player]

None one yet!


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PostPosted: Wed Jul 01, 2026 2:56 pm


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Official Companies can be found here, along with small tidbits about their lore, requirements, and available slots. Please message the owner of the Company directly if you are interested in joining.

Quote:
「Notes」
    ✥ Companies must have a minimum of 3 Knights — not including their Oathsworn Knight leader — to be considered legitimate. Companies that fall below this minimum will be disbanded unless they are able to recruit enough Knights to meet the requirement again.
    ✥ The owner of the Company decides which members are accepted and may remove members from their Company at their discretion.


Quote:
「The First Shield」
Founded and led by the original ma'ome who trained the Order's first combat recruits, The First Shield is known for its orderly and strict culture. Training begins the moment the sun rises and does not end until the sun sets. It is vigorous, and those who wear its symbol are expected to hold themselves to a high standard. Despite its demanding nature, members of The First Shield are tightly knit, having forged their bonds through years of shared training and hardship.

    Owner: NymiiNym (contact view PM or DM on Discord)
    Seeking: Knights, Company Medics, Rescuers, Vanguards, and Rangers
    Symbol: A sword over a shield
    Accepting Currently: Yes

    Additional Notes: None currently.

    Leading Oathsworn Knight:

    Second-in-Command:
      — Empty currently!

    Members:


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NymiiNym
Crew

Shy Wife


NymiiNym
Crew

Shy Wife

PostPosted: Wed Jul 01, 2026 2:58 pm


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As the Order grows and interacts with others, relationships with neighboring colonies and packs will be recorded below. These relationships may evolve over time. Players interested in establishing connections with the Order of the First Oath should message NymiiNym on Discord.

Quote:
「Allies」
    Name: None yet!


Quote:
「Acquaintances」
    The Crows: The Order is, of course, vaguely aware of the pack and has its own feelings regarding them. However, directly confronting the Crows would risk causing unnecessary suffering to those who are innocent. For now, the Order is not particularly fond of the flock, but what else can be done currently?
      — That's a trick question. There's plenty they can do, and there's certainly not a zero-percent chance of a skirmish someday.

Quote:
「Enemies」
    Name: None yet!


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PostPosted: Wed Jul 01, 2026 3:02 pm


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Their lingo is constantly growing — more expressions and terms will be noted as the Order's RPs, plots, and develops. Members may message NymiiNym on Discord to offer further ideas.

Quote:
「Expressions」
    "By my stone": An expression similar to "I swear," invoking one's oathstone as a symbol of their word.


Quote:
「Terms」
    Unsworn: One who has yet to swear their Second Oath and graduate from the Academy.
    Sworn: A quick term for those who have completed their training and sworn their Second Oath.
    Cracked Oath: To stray dangerously close to breaking either oath causes physical cracks upon their stone. The term may also be used to describe someone who has begun to stray from their oaths.
    Bloodoath: Some members partake in pressing blood to blood when swearing a promise. These promises are considered to carry a greater importance.
    Oathbreaker: Someone who has broken their oath. It may also be used as an insult.
    Broken: A harsher shorthand for Oathbreaker.
    Un-Companied: An informal term for someone not within a Company, more often used towards Knights.
    Halfsworn: A serious insult, implying one is not fully committed to their oaths.


Quote:
「Other」
    "No creature shall be bound beneath another's will, and I shall not turn away from those whose freedom has been taken.": The First Oath, sworn before one's second.


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NymiiNym
Crew

Shy Wife


NymiiNym
Crew

Shy Wife

PostPosted: Wed Jul 01, 2026 3:03 pm


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All forms relevant to joining, leaving, promotions, Charges, and more can be found here. Please post every form within the pack thread itself and wait for a quoted response from NymiiNym.

All members who wish to be a part of The Order of the First Oath must post the joining form, including owners of parents posting for new births. Otherwise, it will be assumed the member is not joining the Order.

New forms may be added over time, which will be announced in the Order thread.

Players adjusting their Company information can send a quick PM or DM to NymiiNym.


Quote:
「Joining as an Outsider」
    ✥ Please fill out the form in its entirety, and then wait for a pinged response from NymiiNym.
    ✥ In-character, it is assumed the character has sworn the First Oath.
    ✥ All species may join the Order.
    ✥ Do not use this form if the character is from a breeding within the Order.
    ✥ Sentinel/Warden/Head Healer/Company Medic/Senior Archivist/Oathscribe/Oathsworn Knight/High Council. roles cannot be requested — they are reserved for members who have finished the requirements, or were won with the rank already attached.
    ✥ If approved, your character will receive a graphic, which also can be used by the player.


[b]「Joining the Order!」[/b]
[size=12][b]Member:[/b] [url=uncert URL here]NAME OF CHARACTER HERE[/url]
[b]Desired Rank:[/b] -please ensure the rank is not locked behind requirements. it is assumed that the character has successfully graduated the academy, unless the player chooses Unsworn-

[b]Second Oath:[/b] -please provide their Second Oath in full, in-character. an example is "I vow to always speak the truth".

[quote="NymiiNym"][/quote] [/size]


Quote:
「Joining as a Prisoner」
    ✥ Please fill out the form in its entirety, and then wait for a pinged response from NymiiNym.
    ✥ The prisoner may be any species.
    ✥ Imprisonment is only temporary and not considered a formal role. Do not post for certing.
    ✥ Imprisonment terms will be handled case by case.
    ✥ If approved, your character will receive a graphic, which also can be used by the owner.


[b]「Imprisioned For Now!」[/b]
[size=12][b]Member:[/b] [url=uncert URL here]NAME OF CHARACTER HERE[/url]
[b]Reasoning for Imprisonment:[/b] -it's best to talk to Nym prior to work out reasoning, and then summarize once discussions move forward-

[quote="NymiiNym"][/quote] [/size]


Quote:
「Breedings」
    ✥ Please fill out the form in its entirety, and then wait for a pinged response from NymiiNym.
    ✥ This form is for owners of the parents of an Order breeding to submit, indicating which offspring will join the ranks. These children will initially receive the Unsworn rank, and later receive their adult rank once grown.
    ✥ Sentinel/Warden/Head Healer/Company Medic/Senior Archivist/Oathscribe/Oathsworn Knight/High Council. roles cannot be requested — they are reserved for members who have finished the requirements, or were won with the rank already attached.
    ✥ If approved, your character will receive a graphic, which also can be used by the owner.


[b]「New Little Stones!」[/b]
[size=12][b]Parents:[/b] [url=cert URL here]NAME OF CHARACTER HERE[/url] x [url=certURL here]NAME OF CHARACTER HERE[/url]

[b]Child 1 Owner Username:[/b] -type username in full here-
[b]Child 1:[/b] [url=cert or uncert URL here]NAME OF CHARACTER HERE[/url]
[b]Desired Rank:[/b] -please ensure the rank is not locked behind requirements. it is assumed that the character has successfully graduated the academy, unless the player chooses Unsworn-
[b]Second Oath:[/b] -please provide their Second Oath in full, in-character. an example is "I vow to always speak the truth".

[b]Child 2 Owner Username:[/b] -type username in full here-
[b]Child 2:[/b] [url=cert or uncert URL here]NAME OF CHARACTER HERE[/url]
[b]Desired Rank:[/b] -please ensure the rank is not locked behind requirements. it is assumed that the character has successfully graduated the academy, unless the player chooses Unsworn-
[b]Second Oath:[/b] -please provide their Second Oath in full, in-character. an example is "I vow to always speak the truth".

repeat until all children joining are accounted for

[quote="NymiiNym"][/quote] [/size]


Quote:
「Rank Change」
    ✥ Please fill out the form in its entirety, and then wait for a pinged response from NymiiNym.
    ✥ Post this rank form to request a rank change.
    ✥ Once approved, the member will have their graphic moved to the correct section.
    ✥ Sentinel/Warden/Head Healer/Company Medic/Senior Archivist/Oathscribe/Oathsworn Knight/High Council. roles cannot be requested — they are reserved for members who have finished the requirements, or were won with the rank already attached.
    ✥ This form is not for promotions.


[b]「Changing My Position in the Flock!」[/b]
[size=12][b]Member:[/b] [url=cert URL here]NAME OF CHARACTER HERE[/url]
[b]Old Rank:[/b] -old rank-
[b]New Rank:[/b] -new rank-

[b]Reason for Change:[/b] -just a small description of why they're changing or accepting a new role-

[quote="NymiiNym"][/quote] [/size]


Quote:
「Promotion and Mastery」
    ✥ Please fill out the form in its entirety, and then wait for a pinged response from NymiiNym.
    ✥ Post this form to request a promotion/mastery.
    ✥ Once approved, the member will have their graphic moved to the correct section.
    ✥ Make sure the role has openings for more members!
    ✥ Please review the requirements needed and provide links to the completed tasks.
    ✥ Points are considered spent once used and cannot be reused toward future promotions. Any later rank adjustments requiring points must be earned using new points.


[b]「I Have Earned This!」[/b]
[size=12][b]Member:[/b] [url=cert URL here]NAME OF CHARACTER HERE[/url]
[b]Old Rank:[/b] -old rank-
[b]New Rank:[/b] -new rank-

[b]Completed Requirements:[/b]
[list][*] [b]Required C:[/b] [TOTAL] | link to completed charge, link to completed charge, etc etc
[b]Required P:[/b] [TOTAL] | link to completed RP, link to completed RP, etc etc
[*] [b]Approval:[/b] [TOTAL] | link to completed RP between the Queen/King or a High Council member, delete if not required[/list]

[quote="NymiiNym"][/quote] [/size]


Quote:
「Forming a New Company」
    ✥ Please fill out the form in its entirety, and then wait for a pinged response from NymiiNym.
    ✥ Do not use this form if you do not own the Oathsworn Knight leading the company.
    ✥ Companies require 3 Knights at the time of creation to be approved. Additional members may be added. This requirement may be ignored for Companies won through an event hosted by Nym.
    ✥ Nym will not rewrite any wording — please ensure all writing is exactly how you want it to be displayed.
    ✥ Additional information is permitted!


[b]「A New Company Has Arrived!」[/b]
[size=12][b]Leading Oathsworn Knight:[/b] [url=cert URL here]NAME OF CHARACTER HERE[/url]
[b]Owner:[/b] -your full username-
[b]Seeking:[/b] -what ranks are they seeking to add?-
[b]Symbol:[/b] -what is their symbol?-
[b]Accepting Currently:[/b] -yes or no-

[b]Members:[/b]
[list][*] name — rank
[*] name — rank [/list]

[quote="NymiiNym"][/quote] [/size]


Quote:
「Joining a Company!」
    ✥ Please fill out the form in its entirety, and then wait for a pinged response from NymiiNym.
    ✥ This form is for those joining a pre-existing Company. The owner of the Company must quote your form with approval before Nym will finalize.


[b]「I Found My People!」[/b]
[size=12][b]Member:[/b] [url=cert URL here]NAME OF CHARACTER HERE[/url]
[b]Company They're Joining:[/b] -please state the exact name-

[quote="NymiiNym"][/quote]
[quote="THEOWNEROFTHECOMPANY"][/quote][/size]


Quote:
「Leaving a Company!」
    ✥ Please fill out the form in its entirety, and then wait for a pinged response from NymiiNym.


[b]「I Have Another Calling!」[/b]
[size=12][b]Member:[/b] [url=cert URL here]NAME OF CHARACTER HERE[/url]
[b]Company They're Leaving:[/b] -please state the exact name-
[b]Reason For Leaving:[/b] -for lore purposes-

[quote="NymiiNym"][/quote] [/size]


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