The Spear Edit
The Spear was born out of the entwined hatred once held between the Hunt and Blade Sects. Forged into a new faction within the Cartel, the Spear exudes independence while still seeking strength in regimented industry. Within the Cartel, they are the military fist, the enforcers of Cartel Law, and the producers of Cartel weapons. They are contractors, adventurers, and thieves who scour Tyria to build legends while their smiths work to perfect weaponry as an art.
Strengths Spears excel in martial prowess and industrial innovation. They are not necessarily academics or gifted with a silver tongue as they focus on action, rather than words. As a Sect, the Spear provides the key Cartel dominion of defense and enforcement, while also acting as the Cartel's main producing Arm. Along with Contractor work, they provide massive income for the Cartel over all.
Weakness The Spear, because of its tumultuous past, still sees open disagreement within its own ranks from time to time. The disciplined, yet freedom loving natures of the Sect cause it to sometimes come to blows. Their love of industry and contractor work has also led to them being one of the least diplomatic of the three Sects.
Rituals within the Spear are often considered grim or dark by those not participating within them.
Those being initiated into the Spear are located by a Handler and are judged in their ability in a chosen field. This is often preceded by a questioning of what the Recruit can do, followed by a set of tasks. The Handler then teaches the Recruit basic Ashic terms and the Entente Tenets, and entrusts the Recruit with a NiM amulet. They are given information regarding their superiors and responsibilities, as well as general information regarding the Cartel, the current leadership, the other Sects, and any potential areas or people they shouldn't mess with.
Newly ordained Spears are often treated with caution in case they prove to be wash-outs from the challenging life in the Steel or Jade Rings.
Rite of ProwessEdit
A member who has gained Tier 2 has within their privilege to call the Rite of Prowess and ask for a local official to set a challenge. Once called the Rite cannot be undone and can only be finished with the completion of the goal or the failure of the caller. The Rite is quite simple, the caller must combat five fellow members of their sect in succession and best all of them. Any failure results in complete loss of the right. Those who win earn the War-Dancer title, and respect from those around them.
Taken from the former Hunt Sect, the Dagger Dance is a challenge of endurance, but it can also be considered a challenge of stupidity. The object is simple, find an opponent and declare how small a challenge it would be to best him or her, even if you were handicapped in some way - the more extreme or bizarre the handicap, the better, especially if it escalates through the duration of the Dance. The challenge can be either physical or mental, as the focus is the handicap. The challenger dances successfully by coming up with a memorable impairement and still winning the fight. Those who succesffully Dagger Dance three times in succession are given the Dagger-Dancer title.
Inspired by the Fang Path rite, this ritual is one of honor instead of challenge. Those walking with the Fang must pick a goal on the side of a map and traverse the landscape through the harshest terrain. The more enemies and dangers they can elude or best the greater the honor they gain.