Members

Duke Nathaniel var Emreis (Fox Blackwing) - Lord of the Order

Melchiah "Soulblade" - Crusader, corsair and chief of Black Paw naval operations

Azrael Jassan "Boneshard "the Reaper" - Executor of the Circle of Death

Sharilla "Earthsong" - Executor of the Circle of Earth

Garth d'Averam "Firewing" - Executor of the Circle of Fire

Imrik "Frostshard" - Executor of the Circle of Water

Turalyon "Silverpaw" - Executor of the Circle of Air

Moebius "the Time-Stream" - Executor of the Circle of Time

Yasheira "the Planar" - Executor of the Circle of Space

Ermac Duvall "Shadowblade" - Executor of the Circle of Shadow

Arakkon "Darkwind" - Keeper of the Order's armoury, Order's master-at-arms

Baron Taerus Mawr Dyffryn aep Ceallach "Steelwing" - Commander of the Order's agents in Kasuria and the Blackstone region.


Sub-Groups

Council - order administration, in charge of most formal business of the order; note, the council does not usually take part in the negotiation of individual contracts.

Circles - official sub-groups within the order, members of which focus on training in one specific power aspect: fire, earth (life), air (lightning), water (ice), time, space (teleportation), death or shadow (stealth).

There are also plenty of smaller sub-groups not officially recognised.


Social Ladder

From the lowest rank upwards.

Uninitiated - furre in training not yet allowed insight into the more unique methods of the order.

Initiate - in training, but past the point where withdrawal was permitted, has basic knowledge of order's methods.

Knight - full member, lowest rank, agents specialising in group work to make up for lack of power.

Paladin - second rank, typically found in command of Knight groups or working on missions of lesser importance.

Crusader - third rank, agents at this stage are permitted to train new furres, and are often seen in positions of some power, such as fleet captain.

Praetorian - fourth rank, highest possible to attain for an angent under normal circumstances; these agents are most commonly found overseeing large-scale operations or working on high-importance jobs, they can also frequently be seen in positions of considerable power, such as high nobility, either from before their membership, or attained one way or the other after initiation.

Executor - one of the eight council members, typically only found in charge in of truly important projects, such as large military operations; extremely powerful, all positions thus far retain their original occupants.

Lord - highest rank in the order, the Lord's commands can be cancelled only by a vote from all eight council members; most often seen leading operations of extreme importance, and often danger.


Equipment

Equipment list for an Order agent (note, this is the bare basic, nothing wrong with carrying more than this):

-One bladed weapon (regardless of type, it just needs to have a blade)
-One enchanted gem for the weapon (enchantment details may vary)
-One Order identification medallion; silver, gold or obsidian

Please note, these items are the equipment of someone of at least Knight status.


Skills

Basic skill list (again, the bare basics, most members have a range of skills beyond this list):
-Energy shaping: forming small amounts of energy into desired effects or elemental effects, such as arrows, exploding orbs etc. (Initiate {limited} and above only)

-Flight, using wings (Knight and above only)

-Regeneration, slow to moderate speed, up to and including restoration of lost limbs at the expense of some power (Knight and above only)

-Disguise, ability to transform wings into a non-removable piece of clothing, such as a cape or cloak

-Blood magic: forming small amounts of own blood into various effects, such as a barrier, a poison enhancement to a weapon in use, or as poisonous darts (Knight and above only)

-Above-average combat skills and fitness (Knight and above, mostly)

Other traits of note:
Knights and above always have a pair of wings, typically feathered, sometimes leathery (mostly on reptiles), rarely something else completely (for example, steel with dagger-like feathers).

Knights and above have a slightly altered right arm -this might be something as simple as a scar somewhere on it, to something more complex:
For example turning skeletal while retaining use. This change progresses as an agent uses too much power at a time, over time possibly even affecting the whole body. There are no records of such a case, though.

The source of power for agents is a powerful entity that is bound to them during the initiation ritual. Needless to say, these entities are none too pleased about it, and take every opportunity to gain control over their host. Thus, agents are encouraged to use the powers granted by them carefully.

-Marks: Simple, but often useful tricks taught early in the training, to make use of them even the slightest magical talent is sufficient. For the most part, using one is a matter of arraying the fingers into a certain pattern.

Types of Marks

Aard: Blast of telekinetic force, capable of knocking down a furre, with practice even diverting arrows of their course.

Igni - Pyrokinesis, minor flame conjuration.

Aksia - Simple mind-control, requiring constant upkeep.

Heliotrope - Anti-magic Mark, capable of disrupting the energy of incoming offensive spells, rendering them harmless.
Note: limited to one attack per turn.