Heroes of Darmon

The heroes of Darmon detach themselves from politics and even their religious houses. Unlike wayfarers, heroes abandon attachment to any one place or people and instead seek out new places, new adventures, and new glories.   The goal of a hero is to do great things in the name of the mortal races. It’s simple enough, and may lead to a life of terrific adventure, terrible danger, and fabulous wealth. While the hero embraces these things, they are not the objective—the hero strives to do good. The Darmonite faith is quite supportive of adventurers and the impulse to go forth and fight monsters, delve dungeons, win treasures, and conquer evil. The hero can be best understood as a perpetually blessed adventurer.   Like all members of the faith, heroes love debate, and argue over the many sayings of Darmon as fiercely as anyone else. They have the gifts of Darmon, and are excellent speakers, diplomats, and wily traders.   Rather than blessing travelers, as the clerics do, heroes are the travelers, and possess all the skills necessary to live on the road.   Heroes have no titles and they do not even like to be called such. The Lord of the Ways has not paid much attention to the holy orders of his houses, so heroes have no reason to think much about what Darmon wants from them specifically, or to ask him for guidance. Instead, they strive to live as Darmon would live, were he mortal. They travel, teach, seek knowledge, smooth over conflicts, slay beasts, trick bad people, make fun of the pompous, and so on. They are perhaps the least obviously “holy” of all the orders, though members of the joyous brotherhood are certainly the most vulgar, and yet they gain his favor for they live as he would live, devoted to him and his ways. They wear his symbol, speak his name in their private prayers, and live to serve him. They simply believe that service to Darmon does not involve much dogma or guidance from their god.   Because they do not like to be called “heroes of Darmon,” a hero of Darmon goes by “Sir,” or “Dame,” followed by her name. This is not a knighthood bestowed by any temporal power, but in Darmon’s order of arms. The hero must live a life worthy of the name. The code of heroic conduct is as follows.
  • Valor: Fight the good fight against the darkness; protect your companions and strangers alike; take the vanguard into danger, and the rearguard from it.
  • Joy: Live your life as completely as any life can be lived; sponsor beauty and laughter with your wealth; contemplate delight, not despair, and happiness, not horror.
  • Unity: Build the congress of mortality, do not take from it; ease conflicts and act as mediator; form fast and lifelong friendships; lead others to live more for their friends and family than for themselves.
  • Wealth: Protect the wealth of the good people of the world; take away the wealth of the dark things; celebrate the wonders of prosperity, but do not become obsessed with your own wealth, for you can lead a wealthy life, but your other duties are more important.
Heroes prefer a balanced party of companions. Although powerful heroes are often found riding alone with their squires, pursuing great adventures, younger heroes form fast friendships with other adventurers, particularly warriors, rogues, and arcane spellcasters.

Joining the Heroes

Heroes are taught their skills by other heroes. Essentially, when one heeds the call to take up arms in Darmon’s name, one must find an established hero and ask her for training. These heroes take one such companion at a time.   The companion is the hero’s squire, keeping the hero’s horse healthy, polishing their armor, and cleaning their weapons. Typically chaotic good, members of any class can join the heroes of Darmon, though most are fighters, rangers, and rogues.
Type
Religious, Holy Order
Parent Organization