The Peacebreakers are a group of
Maylar aligned terrorists and political saboteurs which try to trick civilized nations into going to war with each other or at least to make existing wars drag on on longer.
"Civilization is a crutch of the weak, but when civilized nations go to war, they glorify
Maylar." At least that is the party line.
Peacebreakers ultimately want to fan the flames of war and coerce nations to go to war with each other. They assassinate messengers, fan unrest, steal ransom or tribute payments. Anything to goad people to fight. They also like to commit war crimes and then frame one or both sides of the conflict for their own heinous acts.
When two nations are already fighting, the Peacebreakers want to prolong the conflict. They will often provide aid to the underdog in the war with full transparency.
Sometimes other
Testers find the Peacebreakers distasteful because they operate in the shadows and get other people to do the killing. Some "honest"
Testers may force them to defend themselves to prove their strength.
Another difficulties the Peacebreakers have to deal with is that their reputation proceeds. Sometimes their efforts backfire. If Peacebreakers (or any
Tester really) is identified near a site of conflict, both sides can claim "It's not our fault, the
Testers interfered!" and this prompts early peace talks with both sides have plausible deniability against their culpability in the conflict because "it's all
Maylar's fault."
Peacebreakers on the Others
Hear the words of Lysisastrata, Scourge of Penarchia
Bearers of the Ill Wind: They would be useful allies if they weren’t so short sighted. While it is true that it takes three theurgist healers to stem the damage of one theurgist plague bearer, there is always a fourth healer. But if they were to concentrate on war torn areas where the healers already have their hands full, we would be an unstoppable team.
The Decadents: They have admirable zeal and ruthlessness but they think too small. Why kill one meaningless peasant as part of a four hour ritual when you can kill thousands of people with one war.
Herders: These traitors and heretics dare try to make peace with our enemies!
Raiders: They have admirable zeal, but they lack vision and direction. Leave them be unless you are cornered and need a patsy.
Independent Testers: Very few join the Testers seeking to be Peacebreakers, so we have to draw our recruits from among the independents. Be polite to any independent you meet and watch them carefully to see if any desires true power.
Mera's Tenders: We seek to spread war and they seek to spread peace. Fortunately few take them seriously. They are our enemies but do not kill them. This will only create martyrs.
Korus' Stewards: Irrelevant tree huggers. At least they stay out of their way.
Greymoria's Children: Who cares about the goblins and the aranea and whozawhatits? They wish to spread death from the monsters skulking in the shadows but the true bringers of death are those commanding mighty armies.
Nami's Rovers: They may seem like fools but they are good listeners, but they are well informed of what is really going on in the lands they travel. If you can hide your true affiliation and befriend them they are valuable source of information.
Khemra's Keepers: The scroll heads are their own worst enemies, too mired in red tape of their own making to be a true threat to us.
Zarthus' Lanterns: They are clever opponents but they are not half as clever as they think they are. If there are powerful Lanterns in the area you are in, wear a silver mask and commit some atrocities, then melt into the shadows watch the show.
Hallisan's Guardians: They are formidable opponents but they are tied to the secular feudal lords by oaths and honor. If you get the feudal lords fighting, they will drag the Guardians along with them and there is nothing they can do about it, even when the Guardians are forced to fight other Guardians by these chains of loyalty.
Phidas' Masks: They will stab you in the back given half a chance, but that is because they understand how the world works.
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