Darkwatch:
Inquisitor Paladin: The backbone of the religious orders. Inquisitors seek out anyone and anything they think may be unholy or dangerous, and bring them in for questioning. They might also question a target on scene, if retrieval proves difficult. Some healing magic is available to Inquisitors, as they must sometimes "rough-up" their victims to get answers. Inquisitors are trained to use several weapons, rarely exotic though. Inquisitor paladins are taught enough about magic to at least use specific scrolls and spell books effectively to help track, detain, or execute their targets.
Avenger: The enforcers of the religious orders, Avengers are considered the vanguard of Darkwatch. Inquisitors ask questions first, Avengers prefer to just kill and let the gods sort things out. May sometimes use magic, but prefer to just use the enchanted weaponry and armors supplied to them to fulfill their roles. What magic Avengers can use is combat specific. They\'re taught to use spells or scrolls that\'ll slow, cripple, or outright kill their targets. Fire is a favored element of Avenger paladins and is often what enchants their weaponry.
Champion: The commanders of the religious orders, Champions are called out when an Avenger fails to finish something, or when someone takes a stand against the paladins. Champions are trained to use their weapons with greater skill than their very breathing, and often channel magic into their attacks as well. Champions are taught enduring and defensive spells, and typically reserve all offensive magic for channeling into their weapons. Where Inquisitors rely on stealth and information, Avengers rely on brute strength and determination, Champions rely on efficiency and fortitude.
Wraith: A vampire who has declared themselves ready to face the trials. The trials test whether the vampire is really ready to walk in the light and forsake drinking blood yet, and failure means death. Once a wraith faces the trials, they\'re either killed by failure, killed by failure to serve, or knighted into the Order of Mareur to serve as one of the most controversial of Darkwatch\'s circle of agents. Only high officials in Darkwatch, and members of the Order itself know of it.
Knight of Mareur: A vampire who no longer drinks blood, and can walk freely in the light. Serves as an agent for Darkwatch. Combines all the qualities of a death squad, guard, and soldier. Darkwatch keeps a close eye on any of these knights, and they never retire. They either die in battle, or in their sleep. Darkwatch sees to that. A few of these knights have gone rogue, and every time they\'re hunted down, typically by other Knights of Mareur. Only one has ever failed to be turned back in, at least, no body was recovered. Knights of Mareur are given enchanted weapons and armors to help them serve efficiently, but typically, they have to earn more powerful relics. The Order is led by a group of generals called Captain-Seconds, who all serve one First Captain.