Vagrants

The Vagrants are a classification of warriors native to Kilvas that operate under the greater umbrella of the Pathfinders and are known as a collection of warriors who lack the talent necessary to become Blood Hunters, Elementalists or Prowlers.   The Vagrants are the youngest clan in Kilvas, having been created not too long after the official founding of the Pathfinders, during The Collapse. Contrary to the other clans, the Vagrants have no real cohesion when it comes to a representative style. While there are a few prevalent styles or techniques that have begun to form, most Vagrants are completely unique from each other. From mages, to brawlers, to swordsmen, to archers, tradition and form are mostly inconsequential, what really matters is whether or not your style works.   Due to the wide array of individuals that make up the Vagrants, residents of Kilvas - as well as many within the 3 Great Clans - tend to have a very skewed perception of the Clan, for better and worse.

Creation of the Vagrants

  The history of the Vagrants - what little there is - states that warriors who did not practice the teachings of the Blood Hunters, Elementalists, or Prowlers were largely disregarded during the formation of the Pathfinders. Those who could not adopt the teachings and techniques of the 3 Great Clans that had been seen as responsible for the reclamation and defense of their land, simply were not worthy of any authority or responsibility and would be barred from joining the organization.   As time went on, however, the Pathfinders found that they were unable to continue to maintain such an exclusionary philosophy. Kilvas, like so many other settlements during the Thousand Year War, were faced with battles and death tolls that far exceeded their expectations. The 3 Great Clans saw their numbers continuing to dwindle and the Pathfinders were forced to allow those that were not among their ranks to join the organization, sending them onto the battlefield with the expectation that they would not return.   In truth, this expectation was not unfounded. Warriors who were not a part of the 3 Great Clans would be treated as disposable pawns in the ensuing battles. They were not part of any official unit and were sent forth with little to no training and even less cohesion, resulting in an extremely high mortality rate. However, those who managed to return from the battlefields began to amass experience.   After surviving such hellish battles on their own, they began to develop - or perhaps simply find - the necessary expertise to defeat their foes. Such individuals were few in number, but eventually, these individuals became warriors who could rival even the strongest of those among the 3 Great Clans. Such warriors would come together and take command of recruits who shared their circumstances. Under their guidance, their numbers grew to the point that a new branch of the Pathfinders would be formed, dubbed the Vagrants.

Becoming a Vagrant

Should a resident of Kilvas wish to become a Pathfinder but lack the necessary affinity to join one of the 3 Great Clans, they may choose to become a Vagrant on the Day of Divergence. They, alongside their new squadmates (if any) - will receive tutelage from a Vagrant who has been deemed capable enough by The Conclave.   A Vagrant's training is most similar to that of the Prowlers. Due to the Vagrant's history, each disciple is expected to have a relatively high degree of independence. For the next 5 years, they are trained in a multitude of different schools and styles of combat, as well as given fairly extensive survivalist training. It is during this training that their instructor is expected to be closely watching each prospective Vagrant in order to determine where their talents truly lie.   Prior to Graduation, the most accurate term for a vagrant would be a "jack of all trades".  

Graduation

Once a prospective Vagrant has graduated, they will be paired with a new instructor, one that they will call master. Their new master will impart a style of combat that has been deemed most suitable for the individual, or simply give the proper instruction to develop their own style.   The novelty of a Vagrant's fighting style can often be considered one of their greatest strengths, as it is difficult to properly assess an opponent whose skillset is not completely known. As a result, the exact details of the methods of training a Vagrant undergoes after graduation is often a secret kept solely between a student and their master.
Type
Military Order
Ruling Organization
Parent Organization

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