These orders allow PCs to gain additional abilities and resources in a classless and levelless system like Cairn. As a general rule, an order shares their secrets with a donation of 1000gp, or if they believe you align with their cause.
Berserkers
Cause: unleash your warrior instinct
If they deem you a worthy friend of their tribe, the Berserkers can teach you how to access your primal Rage.
While Raging:
Your melee attacks get +d8
You have an Edge on your STR Saves: reduced failures, enhanced or automatic successes
You shrug off Critical Damage
Your Rage lasts as long as you deal or take damage. When it ends, you are Deprived until you have a night of sleep. If you Rage while Deprived, you gain a Fatigue.
After you’ve learned Rage, you gain additional abilities depending on how many worthy opponents you bested in combat. Berserkers etch their skin to commemorate their fallen adversaries.
After 3 kills, learn Reckless
Gain +d8 to a melee attack, then roll another d8 and take the result as damage, but don't Save vs Critical Damage.
After 7 kills, learn Cleave
If your attack has one or more bonuses, instead of applying them you can make a Blast attack.
After 10 kills, go back to the tribe to choose a Totem Animal. In addition to the abilities granted by your Totem, you can speak with animals.
Bear: reroll your STR on 3d6 and take the new result if higher, your inventory slots equal your STR score if it's higher than 10
Eagle: you can see tiny details at a great distance and you can fly for a few seconds
Wolf: you have an Edge when trying to avoid detection and your allies get +d8 when attacking the same target as you
Once you have your Totem, you become a tribe member and gain the right to challenge the chief in a duel. If you win, you become the chief of a Tribe of Berserkers (9 hp, 16 STR, 6 DEX, d8 axe, rage, reckless, detachment)