There still a few who have expressed interest who haven't submitted sheets to or anything yet but well I will be making a decision by the end of tomorrow at the very latest.
I feel I should mention again that I will likely only be accepting one Psionic character if I do accept a Psionic character at all that is.
I noticed a few people have mentioned the Vigils of Vesh too, I thought it would be useful thus to put a bit about them bellow. For those who are not familiar with the setting :)
Vigils of Vesh
Number of Members: 3,500
Alignment: Any non-evil
Regions of Influence: Vesh
Primary Activities: Protect Vesh from enemies,
including titanspawn and political foes such as the
Calastian Hegemony and Khirdet; protect allies.
The Vigils of Vesh are the protectors of their
nation, defenders who patrol its borders and beyond.
The Vigils have many allies across the continent, not
the least of whom are the nation’s patron goddesses,
Tanil and Madriel. Through adherence to Tanil’s
chaotic but good alignment and to Madriel’s mercy,
the vigils remain organized and strong without growing
excessively fanatical or conservative.
Even with the support of a goddess, of course, the
Vigils’ job is anything but easy. It is no small task to
protect the fertile lands of Vesh from both ravening
titanspawn and the schemes of foes such as King
Virduk of Calastia without compromising the Vigils’
high principles, but so far they have proved more
than equal to the task.
The Vigils’ fame is well earned. Vigil training
teaches resilience and adaptability, forging its members
into wilderness experts capable of withstanding
the most extreme of conditions. Throughout the
continent, vigilants take on many roles - scouts,
warriors, and teachers, although in such realms as
Calastia they are also called spies, assassins, and
worse. No matter who describes them, however, the
Vigils are acknowledged to be one of the most powerful
and influential groups in all of Ghelspad.
Veshians themselves are sometimes surprisingly
ambivalent about the Vigils. In general, vigilants are
held to be honorable and noble defenders of the nation.
Other voices sometimes criticize the Vigils for exceeding
their authority, taking the law into their own hands,
and presuming what is best for the nation without
consulting its people or its leaders. While it is true that
some vigilants may indeed be overly zealous in their
fight against evil, almost all remain loyal to their realm
and their patron deities. There was, however, one
notable exception, which will be spoken of later.
Vigil oaths are fairly standard throughout Vesh
and originate from some of the original council meetings
between the followers of Tanil and the Veshian
army. They are considered the central tenets of the
vigilant code and are commonly referred to as the
Greater Oaths. Although many vigilants, particularly
those who follow Tanil, are of chaotic alignment,
all respect and obey these oaths as part of their duties
as vigilants. With minor variations depending upon
the Vigil administering them, they are:
1) Obey the people of Vesh and their chosen
leaders in all things.
2) Obey lawful commands as you would the
people of Vesh.
3) Honor the goddesses Tanil and Madriel, and
aid Corean the Avenger and his followers whenever
possible. Honor and respect the followers of Denev
the Earth Mother, save when their actions prevent
the execution of your lawful duties.
4) Defend the weak and avoid taking innocent life.
5) Oppose the titanspawn and the enemies of Vesh in every way possible.
6) You are a vigilant for life.
7) Obey these oaths, for they are the heart and
soul of the Vigils.
In addition to the Greater Oaths, a number of
other, so-called “Lesser” oaths are administered by
the various orders. They are not as rigid as the Greater
Oaths and are more like useful advice to vigilants.
- information is critical to the survival of our nation.
Some pieces of intelligence are more valuable than your
own life, but do not give your life away needlessly.
- Your reports must be as clear and specific as
possible. If you are unsure, say so. Outline your concerns
and the source of information as best as possible. Lies
are poison in the bloodstream of the Vigil.
- Beware sacrificing lives for purposes that cannot
be put into words.
-Preparation is seldom noticed until it is most needed.
Always anticipate future events, and keep your equipment
in the best of condition and your supplies replenished.
- Your eyes are your first weapon. No matter where
you are, remember that enemies may be near.
Alertness and preparation are the hallmarks of a vigilant.
- Wherever you are, be certain that you are in a
place from which, if attacked, you can easily defend
yourself. Instruct companions to do likewise.
- Always travel single file to confuse trackers.
- Be mindful of your enemy.
Move when he cannot see well or when he is least active.
Use his fears and superstitions against him.
Make common cause with his enemies and work against his friends.
- Prisoners should be kept separated so that they
cannot plan or raise each others’ spirits.
- Always post watch. Whenever possible, at least
half of your group remains awake.
- Fortify your camp if possible.
-Avoid predictable patterns when traveling.
Take new routes whenever possible.
- Always deploy scouts when on the march.
- Agree on meeting places encase the party is scattered.
-Those who live by day often strike at dawn.
Those who live by night often strike at dusk. Be wary then.
- Avoid crossing a river by a regular ford.
These are often the sites of ambushes.
- If you are being followed or tracked, circle back
- Use cover often, and move silently.
- Be mindful of your resources. Do not waste
ammunition. Those with missile weapons should attack
the enemy at range, while the others lie in wait.
Violations of the Greater Oaths are considered to be
quite serious. Punishment often involves suspension of
vigilant status, expulsion, or imprisonment. Extreme violations
of Vigil tenets can result in loss of vigilant abilities
or even execution, but these punishments are rarely applied
since such violations are almost unheard of.
The Lesser Oaths, also known as the Standing
Orders, are written in such a way as to be flexible and
open to interpretation. This is almost a requirement,
given the independent and somewhat chaotic nature
of many vigilants. A vigilant who habitually ignores
the Standing Orders may end up being sent back to
training or, if her unorthodoxy proves successful, she
may be recruited as an instructor and her tactics
enshrined as new Standing Orders.
Membership in the Vigils is open to anyone who
meets the order's qualifications and who has proven
loyal to Vesh and the gods of good. Vigilants can be of
any class, though they are most often rangers. The
adaptable nature of the Vigils demands that their
membership be varied, however, and wizards, sorcerers,
clerics, and even rogues are all encouraged to join.
Training is notoriously tough, and geared toward
the applicant's original class. Rangers, fighters, and
other martial types are usually familiar with the rigors
of military life and usually move quickly to the order’s
more advanced training. Spellcasters are often of a
more gentle background and must quickly be brought
up to speed in the fields of combat, tactics, and
military procedures. Militant priests and druids are
especially valued by the vigils, for they combine the
combat skills of fighter-type classes with healing and
other divine magic. Of course, priests of Tanil and
Madriel are the most common applicants, but the
followers of other non-evil deities Hedrada, Denev,
and even the wild god Enkili can occasionally be
found among the vigils’ ranks (though Enkili’s followers
rarely like military life).
During the initial training period, the applicant's
basic skills are assessed and any deficiencies remedied.
A mercenary fighter would be given instruction
in divine spellcasting, while a city-bred wizard is
trained to recognize the sharp end of an arrow, for
example. Once this period, which typically lasts
three to six months, is complete, the applicant is
granted probationary vigilant status and allowed to
accompany routine, low-level missions.
Even low-level missions are difficult, and the
casualty rate is high. Once a new vigilant has completed
one to six of these missions, he is ready for full
membership, and is issued a medallion symbolizing
his bond with the Vigils.
Each of the Vigils is organized and operates independently
of the others, but all follow the same basic
pattern. Each of the eleven currently existing Vigils has
a different territory and a different symbol. All vigilants
carry magical medallions bearing their order's symbol
and providing different effects depending upon the
Vigil (see Relics and Rituals, page 1 90).
Vigil organization is highly flexible, reflecting
their varied missions and capabilities. The basic unit of
a Vigil is the squad, which varies in size from three to six
unranked vigilants and is led by a vigilant corporal
( 2nd-level vigilant or higher). Two to four squads make
up a platoon, commanded by a sergeant (4th-level or
higher). The next highest division is the company,
usually consisting of four platoons and led by a captain
(6th-level or higher). Three to five companies form a
battalion, commanded by a vigilant-major, and three
to five battalions form a full vigil, under the command
of a vigilant-marshal. A full-strength Vigil can theoretically
contain 800-1000 individuals; in reality, vigils
range in size from 200-500.
Above marshal are commanders, who are assigned to
lead one or more vigils in important missions or times of
crisis, and the lord commander, supreme head of the Vigils,
who reports directly to the Veshian home commander.
Level is not always directly related to rank. Many high-level
vigilants of relatively modest rank enjoy the excitement
and challenge of being an ordinary ranker.
Vigilants are typically lightly-armored infantry,
armed with bows and melee weapons. Those who were
originally rangers favor two-weapon fighting. Mobility
and stealth are favored over sheer striking power, and
heavily armored vigilants are almost unheard of.
Vigilants can also operate as scout cavalry, riding light
warhorses, but much of the terrain in which they
operate - such as the Mourning Marshes - is poor
riding country. Vigilant squads often include at least
one spellcaster for healing or ranged spell support.
By definition, members of the Vigils must have at least one level in the the Ranger class or a fitting prestige class for the order. Scarred Lands GMs may decide that player characters can only become vigilants if they have actually joined the Veshian Vigils. Such a character must have all the prerequisites for the order and apply for membership in the vigils. As experienced adventurers, these applicants might be allowed to bypass normal training and join a vigil directly, but may have to go on some low-level missions to prove their worthiness and skill. Once a character has qualified, she must take the vigil oaths and is then assigned to a suitable vigil (preferably in an area where she and her companions are adventuring). Once this is done, she is given her vigilant medallion, then may add the vigilant class and advance in level. A substantial number of vigilants are given “free roaming” status and allowed to travel independently, so long as they perform their duties for the vigils, obey the oaths, and accept missions as required. Such vigilants often join adventuring companies, using their mobility and flexible tactical qualities to advance Veshian interests.