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Skip Navigation LinksWorld of San'Dora>Setting>Organizations>Order Of The Closed Fist
SanDora
Setting
Organizations Order of the Closed Fist Simuto Daku Heiligkamper
 
 
Order of the Closed Fist
The Order of the Closed Fist is an ancient fighting brotherhood whose members are given to the Order as small children, no more than three years old, and trained from the youngest age possible in the fighting arts. The Order sustains itself by hiring out small contingents of Brothers to fight in the wars of others.
 
The Order lives apart from society in semi-remote fortresses, but close enough to seats of power that they are conveniently available to those nobles, nations, and wealthy nabobs that might hire them. Often they have won right of governance and independence of the land around their fortresses via service to some ruling power, or perhaps in return for a standing retinue pledged to mercenary service.
 
The Order is entirely fraternal, but members that have achieved Veteran Rank or higher are permitted to take a wife and the fortresses include both unisex barracks for the bachelors, and modest family dwellings for the espoused.
 
FIGHTING STYLE
 
The Closed Fist fighting style is a "hard" style and concentrates on arm strikes and grabs, with no kicks or throws. The following substyles exist as paths within the Closed Fist style; Brothers are initially taught the path most suited to them as children, but by adulthood all Brothers know at least two of the paths and many older Brothers know all three.
  • Path of the Breaking Fist: this path focuses on hard strikes
  • Path of the Grasping Fist: this path focuses on grappling
  • Path of the Warding Fist: this path focuses on defense, and all Brothers must learn it as one of their first two paths
 
There is a fourth secret path known only to Brother-Veterans of the Order (and above), that have also learned all the maneuvers of the three public paths in addition to having survived sucessful service in multiple campaigns as mercenaries.
  • Path of the Punishing Fist: this path teaches several advanced attacks and enhances a Brother's lethality in general
 
WORLD OF SAN'DORA
 
In the World of San'Dora the Order is of Jarval-Beahan origin but has spread to several other Vorgaanese nations over the many centuries of its existence. In the modern era the Brotherhood owns and operates four fortresses.
  • Galgadin: (GAHL-gah-DEEN): The oldest and original fortress is in Jarval-Beah in the mountains near the Eandratha Pass approximately 80 miles southeast of the capital of Travice
  • Parevor: (PAHR-eh-VORE): The second oldest fortress is also in Jarval-Beah but in the northwest corner where the River Lador pours from Lake Foryin barely 50 miles south of Gos, the capital of Quiria. It maintains a modest fleet of lake and river going vessels.
  • Barizan: (BAHR-eh-ZAHN): The fourth oldest fortress is twenty miles northwest of the Lanolyan capital of Loreth on the coast of the Endless Ocean. It maintains a modest fleet of sea and river going vessels.
  • Daeravan: (DAHR-ah-VAHN): The newest fortress, with a mere three century history, is located in the mountains sixty miles northeast of the Folgetovan capital of Panka.
  • Werabor: (WAHR-ah-BORE): The third oldest fortress once existed roughly 100 miles to the northeast of the Quirian capital of Gos, on the shore of Lake Foryin, and near the border with the Kor-Tok tribal lands. The fortress was overran and destroyed over seven centuries ago by a Kor horde. The Brothers of the Fortress accounted for themselves so well that tales of the bloody struggle are still occasionally told by storytellers in the modern age and is part of the lore of the Order.
 
The Order makes most of it's living hiring out mercenary contingents to the governments of the nations bordering Kor lands and have many standing arrangements with nobles and rulers alike. In addition to their general training the Brotherhood trains specifically to fight the Kor and are among the best at it in the world.
 
However the Order also finds employment in occasional border wars and skirmishes in lands across the Vorgaanese basin and occasionally beyond. Sometimes the Brotherhood has found itself on both sides of a conflict and had units on both sides of a battlefield.
 
The Brotherhood will not fight against itself and thus practices a strange custom. The Brotherhood units on either side will stand down one man each until one of the units is out of Brothers; the remaining Brothers in the other unit will then participate in the battle. Thus if there were a hundred Brothers fighting for side A and a hundred and fifty Brothers fighting for side B then fifty Brothers would fight for side B and the other two hundred Brothers would retire from the field and only act as observers to the battle.
 
According to tradition the most experienced and capable Brothers of the larger unit take the field. This practice has touched off lucrative bidding wars between opposing sides trying to ensure that they had the largest number of Brothers going in to an engagement, which amounts to the Order getting paid for two men to not fight if managed correctly.
 
APPEARANCE
 
Brother-Errant
In the world of San'Dora members of the Brotherhood wear a simple uniform of sorts comprised of loose fitting leggings of dark brown leather, hard leather boots, and sleeveless loose tunics of a maroon hue.
 
Many Brothers prefer to remove their tunics when fighting or to go shirtless as much as possible, weather permitting. In more intemperate climes the Brothers add a sturdy grey cloak held on by an integrated quick releasing clasp made of wood and thick string allowing them to cast off the hampering garment quickly when action is called for.
 
All Brothers wear their hair very short both to avoid giving an opponent an easy means by which to grab them and to avoid the lice and ticks that often bedevil troops sleeping in the field au natural while on an expedition.
 
MEDAGLIA
 
Each Brother wears leather bracers on their wrists, and worked into the bracers are thin steel disks called medaglia. Each Brother's first medaglia is given pride of place on the top center of their right bracer and is inscribed with their name, the fortress they were trained at, and the date of their acceptance as a Brother of the Order. For each expedition they participate in a Brother is given another medaglia inscribed with the particulars of the expedition to add to their bracer.
 
When a Brother gains rank they are given a distinctive medaglia which replaces their original one and bears the same information plus the date of their ascension to the higher rank. There are also special awards granted for particularly meritorious or brave service, and special or notable services.
 
In addition to being a useful defensive aid to blocking attempts, the bracers and medaglia mark a Brother's accomplishments, serve as an effective sort of credential, and are a point of pride for individuals. A permanent record is also kept at a Brother's home fortress so they can replace their bracers and medaglia should they need to.
 
BROTHER OF THE ORDER PACKAGE DEAL
 
Cost Ability
5 Athletic: +5 STR
10 Rugged: +5 CON
10 Durable: +5 BODY
10 Battle Savvy: +1 SPD
16 Offensive Path (Chose One):
  Path of the Breaking Fist:
 
  • Four-Knuckled Hammer (Killing Strike)
  • Guarded Attack (Martial Strike)
  • Lightning Strike (Fast Strike)
  • WF: Offhand
  • +1 Damage Class
  Path of the Grasping Fist:
 
  • Trap (Grappling Block)
  • Turnaround (Reversal)
  • Rend (Crush)
  • Grapple (Martial Grab)
17 Path of the Warding Fist:
 
  • Bulwark (Martial Block)
  • Knock Away (Martial Disarm)
  • Warded Strike (Defensive Strike)
  • Rebuff (Counterstrike)
8 Dodgy: Combat Luck (6 PD/6 ED) (12 Active Points); Not While Wearing Armor (-1/2)
3 KS: Order of the Closed Fist
3 PS: Brother of the Closed Fist
2 Membership Perk: Brotherhood of the Closed Fist
3 Power Skill (EGO): Meditation
3 +1 with Martial Arts Style
90 Total Cost of Abilities
Value Disadvantages
-5 Distinctive Feature: Recognizable Fighting Style
-5 Psychological Limitation: Monastic Devotion (Uncommon, Moderate)
-10 Rivalry with other Elite Military Forces (As Powerful, Group, Professional, Aware, Outdo)
-10 Social Limitation: Subject to Orders (Occasionally, Major, Not Limiting In Some Cultures)

+60

Total Cost of Package
Cost Options
+5 Evasion: Flying Dodge (1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove)
+16 Both Offensive Paths: if the character took the Path of the Breaking Fist, they may also take the Path of the Grasping Fist and vice versa.
+18 Path of the Punishing Fist: (Secret):
  Brothers that have learned all the maneuvers of the three known paths (Breaking Fist, Grasping Fist, and Warding Fist) and have achieved the Brother-Veteran Rank (see below) are taught this secret style.
 
  • Gouge (Martial Flash)
  • Parting Blow (Passing Strike)
  • Punishing Fist (Offensive Strike)
  • +1 Damage Class
+30 Command Skills Package
+12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4)
+7 Still Mind: +5 EGO; Requires Meditation Roll (-1/2)
+10 Wholeness of Body: 2d6 Healing, Simplified Option, Self Only (-1/2), Requires Meditation Roll (-1/2)
+10 Combat Recovery: +15 REC (30 Active Points); Only When Taking A Non-Post Segment 12 Recovery In Combat (-2)
+5 Frightening Intensity: +10 PRE; Offensive Use Only (-1)
+5 Trained Resilience: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)
+10 Two-fisted: Two Weapon Fighting (HtH)
+5 Flurry: Rapid Attack (HtH)
+15 Student of the Arts: Analyze: Style 17-
+20 Perfect Strikes: Find Weakness 11- with Martial Arts
var Footwork: Defense Maneuver I-IV
SAN'DORA VERSION
In the World of San'Dora, members of the Brotherhood also have the following mandatory abilities as part of their Package.
5 Kor Slayers: +3 HtH Levels, Only vs Kor (-2)
2 Reknown: Reputation: Kor-slayers (Kor) 14-, +1/+1d6
2 Reknown: Reputation: Dangerous Warriors Not To Be Trifled With (Vorgaanese Basin) 11-, +1/+1d6
1 +1 OCV with Block with Bracers
GALGADIN
Brothers originating from Galgadin must take the following additional abilities.
10 Mountain Fighting Package
5 Frightening Intensity: +10 PRE; Offensive Use Only (-1)
5 Trained Resilience: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)
PAREVOR
Brothers originating from Parevor must take the following additional abilities.
10 Deck Skills Package
5 Footwork: Defense Maneuver II
5 Evasion: Flying Dodge (1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove)
BARIZAN
Brothers originating from Barizan must take the following additional abilities.
8 Winter Fighting Package
10 Deck Skills Package
2 Hardy: +1 CON
DAERAVAN
Brothers originating from Daeravan must take the following additional abilities.
10 Mountain Fighting Package
10 Combat Recovery: +15 REC (30 Active Points); Only When Taking A Non-Post Segment 12 Recovery In Combat (-2)
RANKS
The Order is a hierarchical military society, with an ascending rank structure. All members of the Order that are accepted as Brothers must progress up through the same rank structure if they wish to advance.
BROTHER RANK PERK
Rank Cost
Initiate 1
Brother 2*
Brother-Veteran 4
Brother-Errant 5
Brother-Commander 5
Brother-Marshall 6
Brother-Warden 7
Father of the Order 8
* included in Package Deal
Once a Brother has served in three campaigns meeting certain criteria they automatically become Brother-Veterans unless their service was unsatisfactory in some regard.
Brothers that show talent in leadership are eventually promoted to be Brother-Commanders, while those that show talent acting independently (but wisely) are promoted to Brother-Errant. The two ranks are equal.
A rare few Brothers that distinguish themselves in winning battles are promoted to Brother-Marshall. Each of the Order's fortresses is commanded by a Brother-Warden, which positions open up somewhat rarely. Finally, there is only one Father of the Order chosen from among the current Brother-Warden's when the current one dies or becomes infirm.
BROTHER-VETERAN
A Brother-Veteran has survived at least three expeditions of at least six months duration as mercenaries for the Order. They are often invested with command over rank and file Brothers in groups of five or ten.
+2 Rank Perk: Brother-Veteran
BROTHER-ERRANT
NOTE: This is an ideal Rank for Player Character Brothers as they have the most latitude to move around and live independently of the otherwise very ordered and militant Brotherhood.
A Brother-Errant is a respected Veteran of the Order that serves the Brotherhood outside the Fortress semi-autonomously. Their mission is to wander a given region looking for opportunities to advance the Brotherhood's interests, with a very broad writ.
A Brother-Errant is given wide latitude in these duties, but is still subject to orders and is expected to check in with the Order either in person or via missives on a regular schedule.
A Brother-Errant is part poster-boy, part agent, part salesman, and part scout in as much as they must set an example, conduct business with clients and concerns, try to get new clients, and acquire new recruits (mostly orphans but also children of poor households).
Must be a Brother-Veteran to qualify for this Rank. This Rank is equivalent to the Rank of Brother-Commander; a character can switch back and forth between the Ranks as directed by the leadership of the Order without needing to change the cost of their Rank Perk.
+1 Rank Perk: Brother-Errant:
BROTHER-COMMANDER
A Brother-Commander is a respected Veteran of the Order that leads a contingent of typically around one hundred Brothers, but as many as five hundred at need. By tradition there is one Brother-Commander per one hundred Brothers but the true ratio fluctuates as the membership of the Order suffers casualties and produces new recruits.
Must be a Brother-Veteran to qualify for this Rank. This Rank is equivalent to the Rank of Brother-Errant; a character can switch back and forth between the Ranks as directed by the leadership of the Order without needing to change the cost of their Rank Perk.
+1 Rank Perk: Brother-Commander
BROTHER-MARSHAL
A Brother-Marshal commands a contingent of around one thousand Brothers and ten Brother-Commanders, but as many as five thousand Brothers. By tradition there is one Brother-Marshal per one thousand Brothers but the true ratio fluctuates as the membership of the Order suffers casualties and produces new recruits.
The Council of Marshals effectively rule the Brotherhood's day to day operations; Brothers of this Rank are members of this Council and each have one vote. However the Brother-Marshals are field commanders and are often abroad leading a force of Brothers engaged in the service of a client, in which case if correspondence is impractical or impossible then their votes are proxied to another Marshal or Warden of their choice until their return. It is typical for a Marshal to give their proxy to the Warden of the fortress they are billeted in, but politics ensure that this is not always the case.
Must be a Brother-Commander to qualify for this Rank.
+1 Rank Perk: Brother-Marshal
BROTHER-WARDEN
A Brother-Warden is responsible for the defense and operation of a Brotherhood fortress and each fortress has but one Warden. Brother-Wardens still sit on the Council of Marshals and have two votes each. As they are no longer field commanders, and further often hold some number of proxies from Marshals that are currently afield, much of the necessary day to day decisions of administering the Order's concerns often fall to them and they wield tremendous power within the Order..
Must be a Brother-Marshal to qualify for this Rank. The number of Brother-Wardens is determined solely by the number of fortresses currently controlled by the Brotherhood at any given period in history (in the World of San'Dora there are currently four in the assumed modern day). Brother-Wardens are almost universally late middle aged or older.
+1 Rank Perk: Brother-Warden
FATHER OF THE ORDER
Leader of the Brotherhood, though not a totalitarian one. The Council of Marshals wields a good deal of the real power but the Father of the Order may set Order-wide policies, has various veto and edict issuing privileges, and commands the respect and obedience of all Brothers of lesser Rank.
Must be a Brother-Warden to qualify for this Rank. There is only ever one Father of the Order. The Father is usually at least five decades old.
+1 Rank Perk: Father of the Order
 

Extention Package Deals
Mountain Fighting Skills
Some characters recieve training to improve their ability to fight in Mountain regions, or else originate from a land of dangerous mountains or highlands where they had to fight to survive.
Cost Ability
2 Survival (Mountains)
2 Environmental Movement: Rugged Slopes
1 Climbing; Only in Mountains (-2)
1 Concealment; Only in Mountainous Regions (-2)
1 Stealth; Only in Mountainous Regions (-2)
3 Mountain Fighting: +1 All Combat; Only in Mountainous Regions (-2)
Value Disadvantages
  None

+10

Total Cost of Package

Extention Package Deals
Winter Fighting Skills
Some characters recieve training to improve their ability to fight in winter conditions, or perhaps are from a land where fighting in artic conditions is necessary to survival.
Cost Ability
2 Survival (Artic/Subartic)
2 Environmental Movement: Icy Surfaces
1 Concealment; Only in Snowy Regions (-2)
3 Winter Fighting: +1 All Combat; Only in Winter Conditions (-2)
Value Disadvantages
  None

+8

Total Cost of Package

Package Deals
Deck Skills
Many characters make their living by seacraft, either as smugglers, pirates, corsairs, reavers, or even just passengers. Along the way they have learned how to use the unusual environment of the cramped confines and rolling decks of a ship to their advantage.
Cost Ability
2 Environmental Movement: Offset Penalties on the Deck of a Ship
3 Breakfall
2 Survival (Marine)
3 Sea Fighting: +1 All Combat; Only at Sea (-2)
Value Disadvantages
-0 None

+10

Total Cost of Package

Extention Package Deals
Command Skills
Some characters recieve training to improve their ability to lead and command others during their careers, while others are just natural leaders.
Cost Ability
3 Congnizant: +3 INT
5 Commanding: +5 PRE
10 Give Orders: +30 PRE; Only to Issue Commands To Troops Under Command (-2)
5 Oratory +1
7 Tactics +2
Value Disadvantages
0 None

+30

Total Cost of Package