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Societies, Guilds, and Groups

Started by CaptainPenguin Aug 13, 2003 70 posts Locked

  1. Societies, Guilds, and Groups

    #1
    What kind of groups, organizations, societies, guilds and the like do you have in your game? Here are some of mine:

    -The Crimson Lotus Magicians: A mysterious guild of mercenary sorcerors who dress in red and orange
    -The Sleepers: A secret society of beings who worship a being known as the Ascended Sleeper. Always wear masks crafted like the faces of owls.
    -The Blue Sash Society: A guild of assassins who wear blue sashes.
    -The Emerald Order of Most Honorable Moneylenders: A guild of moneylenders who have connections with the Empty Cloaks.
    -The Empty Cloaks: A thieve's guild founded by the fox-spirit Invisible.
    -The Dog-Headed Society: A guild of monks dedicated to the god of valor and loyalty.
    -The Chimidirists: A secret society of people who practice the art of Chimidiry.
    -The Uncut Wheat Guild: A sort of medieval farmer's union.
    -The Chain-Breakers: Opposers of slavery everywhere.
    -The Order of Three Bones: A guild of necromancers, chirurgeons, and osseologists (scientists that specialize in bones).
    -The Guild of Morticians: A guild of necromancers.
    -The Blue Lampsmen: The official city guard of Jeffsport.
  2. Societies, Guilds, and Groups

    #2
    The Shadowlan - A loosely organized guild of thieves, con artists, brigands, and rogues.
    The Circi - A guild of performers: minstrels, actors, jongeleurs, and bards.
    The Order of Demicus - A guild of doctors and healers. Founded by the centaur healer Demicus.
    Mercanti - A combination of Merchant's Guild and Business Bureau.
    The Honorable Society of the Red Patch - A drinking club/society for retired soldiers.
    Gentlemen of Fortune - A very loosely organized guild of pirates.
    The Hands of the Harlequin - A jesters' and practical jokers' guild said to be founded by the psuedo-demon Mischief. May have a secret agenda.
  3. Societies, Guilds, and Groups

    #3
    Mercanti reminds me of Mercantie, the main island in my world, where all political business regarding island relations is cooked up. (Including a lot of trading business as well of course.)

    The Bar - A guild of barristers and lawyers.
  4. Societies, Guilds, and Groups

    #4
    1) Priests of the Fallen Order- religous zealots that perform blood rituals and sacrifices. They are working to sway the public from their moralistic lifestyles and opening up to their culture and god.
    2) Knight's Blade- An order of knights that are all highly experienced and dedicated to the vanquishing of evil brigands and despotism.
    3) Blood Stain- A local street gang that is backed by an assassins guild.
    4) Dockery Boys- A union for dock workers to protect themselves against port authority and charge incoming merchants a user's fee for using their docks, manpower and protection.
  5. Hmmm

    #5
    Antioch:

    Guild of Impression: Magic users, who use magical theories to create machines. (See P.E. Bonniwitz). They have expertise in the fields of optics, clockworks, metalurgy, chemistry, and printing. They can use movable type to make books, and spell books, for their members and other magicers. (Hence their name).

    Guild of the Lost: In Antioch, if you don't belong to a Guild you have few rights. The Beggers, scroungers, and very poor, pay the guild price each year, have a seat on the Guild Council, and are protected by the Guard. Furry folk are not allowed in the guild, even if they are lost. It stems from the grey area of law that does not allow created races to be considered people.

    Guild of the Houses: Secondland has 12 different clans, who function there like Guilds do on Thirdland. Nobles who travel to here are granted guild status via the guild. This guild extends membership to the princes of the Eastern Princepalities, The Shahs of Forthland, and any being of the Imperial Elven Stock. Many guilds are working to remove their guild status, as they are not working or making anything at all. They say they are providing leadership. As long as they don't vote or make waves demanding their rights, most of the Guild Council is willing to take their excessive amount of guild fee (After all, guild fees are based on how much you can earn in a year (with a minimum amount). These people make a great deal of money off their share of the taxes. )

    Technically the Thieves Guild exist, but nobody ever comes to the council meetings because they will be arrested.

    Guild of Carters: There are fewer horses inside the City of Antioc than there are carts that need to be pulled. Carts/ rickshaws are used as for moving things about, including people. (Officially a taxis is a enclosed cart). Many of these carts are pulled by "Furries", mostly Kern (Husky/wolf folk), occasional Puti (cat folk), and the two centaurs in the city. because they can not be legally employed in other areas. They act as driver and beast. Furry carts are prefered to horse drawn carts because they are faster, more manuverable, and cheaper. They also don't have to pay the horse tax (responsible for keeping streets clean.. note Centaurs have to pay that tax).

    The guild council has been debating the petion of allowing The Carters guild status. There has been violence on both sides of this labor debate.
    If they approve the guild, it would grant status to Furry folk they have never had. Furries being either constructed races or just odd, have been considered less that people for so long. The Imperial Court is going to make a ruling on the Furry issue at its next Full session, scheduled for 26 years from now (Darn Immortal Elves and their sense of time..)
  6. Societies, Guilds, and Groups

    #6
    The Sacred Seal of Troin - A organisation dedicated to Trade and Coin.

    (Founded last night ;+)) )
  7. Societies, Guilds, and Groups

    #7
    :wink: The Idea Guild - a guild of terribly eccentric scholars that live and work in the great manor of their patron and fellow scholar, Lord Strolen.

    It had to be done. It really did.
  8. Some other organizations

    #8
    SeaClans: The six seaclans are Dolphin, Gull, Ray, Kraken, Shark, and SeaDragon. These totem animals serve as mascots rather than any deep symbol of the clan. These seafaring organizations are filled with land based saliors and fishermen. They ply the seas and deeper waterways. They function like guilds for the people of Secondland and Thirdland.

    In the deepsea biomes between Firstland, Secondland, Thirdland, and Forthland, these are wetfooters. These people live on large floating rafts- human made islands, as well as vessels of all varieties. These wetfoots never set foot on land (or only do it for a few hours at most).

    Rat Clan: This guild is nominally related to the seaclans. The Rats ply the rivers and marshes of Secondland and Thirdland, as well as do longshoreman work. The seaclans hold the self proclaimed "rat clan" in contempt and the officials see them as just a Guild of River saliors and longshoremen with a funny name. The Rats hold their title with pride and will take it out on anyone who gives them grief avout it.
  9. Societies, Guilds, and Groups

    #9
    The more descriptive ones are gems. I highly suggest the authors take the time to add them to the ideas section. They are excellent spurs to lead to greater things!

    (Great thread idea CP, how did I miss it?)
  10. Societies, Guilds, and Groups

    #10
    The Seekers: Holy order that is devoted to the truth. Experts in interrogation and problem solving. Sought after to make deals, approve contracts between kingdoms, solve high profile crimes.

    The Wicked Brew: Subcult of the assassins clan. Specialize in the creation and brewing of poisons. Expert chemists on the dark side.
  11. Societies, Guilds, and Groups

    #11
    This one is a real group, but can easily be altered into a lot of great roleplaying potential.

    The Illuminati- A group of men and women who deal in information and who aspire to control all governments from behind the actual ruler. They are the advisors to the throne, the secretary's of state. Whether the ruler knows it or not, the Illuminati are in control, though the common people of the country never know(There are always conspiracy theories :wink: ). They attempt to wield absolute power, but there is always someone else(the PC adventurers perhaps?) who try to reveal their manipulation and end their rule...
  12. Societies, Guilds, and Groups

    #12
    The Obsidian Order: An organization of highly trained assasins that specialize in interdimensional, universal, and extraplanar assasinations.Nothing-absolutely nothing is beyond the talents of the Obsidian Order. Demi-god going out of control? Call them. Demon Lords running rampant? Call them. Never cross them, for their agents are in every place you can think of, and more besides. Heed their motto, and you may live longer than you think. " Nothing is impossible...for the right price."
  13. Order of the Wheel -Everything transfered from this point f

    #13
    These are the consumate gambler, with the wealth and power to gamble anything. They gamble upon the mundane, races and such. They gamble on the exotic (who can pick up a given girl first). They sponsor illegal bloodsports to fill their jaded time. They bet on the price of wheat for a harvest time (then send minion out to make sure their price is the correct one through sabotage, intimidation, and thwarting of other Order Members). They will set up situations and then have people bet upon the outcome. (Given some forged evidence, two street gangs (or two countries) are set to go to war. They bet upon the outcome (and take advantage of their knowledge of the situation). So while most are gamblers who love the thrill of the bet, some of the upper members are master manipulators as well.
  14. Guild of the unblinking eye

    #14
    An order created from ancient times, known by few, but for the few who know of it, it is a valuable resource. The guild consist of two main sections, the unblinking eye, and the unforgetting mind.

    The unblinking eye consists of rogues, assassins and the like, from all over the world. Their objective is to spy on every major happening and most minor happenings, and gather information, sending it to the nexus of the guild.

    The unforgetting mind sect of this guild, consists of scholars, scribes, librarians and magicians, who categorise and store this information in a vast library.


    This order has been going from basically the beginning of written history, and they pride themselves on having the most knowledge of any place in the world.
    The few lucky people who know of this guild can enter the halls and study information... for a price. People are not allowed to remove a chronical from the library, and the books are magically altered to not be able to pass outside the doors. Those who study within the halls are watched by two guards at all times.

    This guild contains many pieces of information an adventurer may want to know - the weakness of a forgotten evil which has re-arisen. Spells and alchemist mixes unknown to the new world, the art of forging metals into new, stronger alloys with innate magical properties, and many more.

    Cost for entering the stores alter from person to person, to situation, to purpose to need. It can range from monetary compensation, to quests performed, to limbs removed :) Anything is possible.
  15. Silver Stars and The Hand.

    #15
    The Order of Silver Stars are the premire healing organization in the world. They possess powerful healing magics and tangible medical skills. For centuries, they have been healing the sick and injured. They are
    not attached to any diety, nor do they have an apparent agenda other than to relieve suffering in the world. They are here to make the world a better place.

    The Silver Stars have a heraldic device accepted in most lands. It is an eight pointed star in silver on a field of light tan. (On a circular field, if a field is required).

    The Silver Stars wear what ever is appropriate for the weather and job. If they are in "uniform" is is a light tan tunic, with similar color pants, with a silver star on each side of the tunic. A uniform that is more practical than symbolic. Most of their members do have a variety of clothese in these colors, their heraldic colors. If they are wearing other clothes, they will wear a sash of these colors with the eight pointed star of the Order.

    An interesting side note:, it is a death penalty in most civilized (and uncivilized) countries for being caught wearing a Silver Stars uniform or presenting yourself as one, if you are not one. Since they are given free access to many places without question, it would be the prefered disguise for assassins. The Stars simply punish the person by refusing to heal or save said person, ever.

    Silver Stars come in all species, colors, and beliefs. The channelling of their healing powers, gives them all an "ancient" air. They look mature, yet they have the vim and vigor of a youth. It seems that the healing arts extend ones lifespan and grants physical prowess, but the healers just smile and say that they live a healthy way.

    The Silver Stars are based near one of the major cities in the world. They have a large walled complex a ways outside the city. In the Campus, they train their healers. The Campus is very austere for the organizations seeming wealth. There are a number of buildings and a large park area. (In fact, many religions have taken to being less ostentatious.. being shamed by the Stars).

    The Silver Stars have "centers" in most cities and some town. They are buildings where they can heal patients and allow those excessively injured to rest. They are always simple affairs, as the practical healers see no point in excess. Other areas are visitied by travelling healers or by a lone healer stationed there. They heal anyone who asks. The healed one only needs to pay what they can (the Stars have a sliding scale), or they can barter a future service (they are given a token with the service written on them).

    Tokens are a Silver Star tradition. In lieu of payment (and only if money is offered and refused), the healers will often give a token (a special tan disk with a star on it) to the merchant. This can be redeamed as payment for a healing. They are often traded, as money, among people. Tokens are used as promises. People sign tokens and include a promise to the Stars, saying they will do something for the group. It is a honor system, but seems to work. After all, who wants to peeve off people who might save your life someday?

    The Silver Stars do a variety of charitable works in addition to healing. This is not their main emphasis by any stretch of the imagination, but the general improvement of the populace is something they like to achieve.

    There is no religious agenda. If a Silver Star waxes philosophical, they speak of the silver stars that make up each person's soul.

    This is all commonly known about the Stars. Like any great organization, there are other things not known about it.

    Many clerics have wondered how healing magic can be performed without a channel to a diety. The Silver Stars do not have a diety, per say, but they do have a source of power. Its name is Star. It is a crystal orb (with a tanish tint to the crystal) and a silver star in the center. It is one of the great orbs created by Corvus ( http://www.strolen.com/npc/viewnpc.php?npc_id=62 ). It is the Orb of Healing, one of many tools created by Corvus to make his life easier. It not only knows more about healing all species than anything else in the world, it also channels fractions of its powers into every Silver Star. It was powerful before it became free to follow its own agenda. It has only grown in strength since then. It may be the most powerful orb in existance. The admusing part is that Star is on public display as an ornament in the rotunda of the main campus building.

    The Star directs the council which runs the organization. They are willing to accept the wisdom of an ancient being. (They were also hand picked to follow its lead). The council handles all the day to day events. They also impliment The Star's will.

    Like many of the Orbs, The Star, has come to have its own purpose. Instead of just healing bodies... just to watch them be torn apart again by war or stupidity, the Orb wants to heal the body of civilization. The Star sees civilization as one body, which sometimes gets sick or injured. Some problems can be healed with time and effort, other illnesses require surgery. The Star has arranged for special tools. Many healers have training in breaking/ entering/ stealth/ and escape abilties. Their healing knowledge is turned to killing or stopping opponents. No one knows they are Silver Stars, in fact, most people think they are part of "The Hand" a group of ninja-esk assassin/ thieves. (The Hand are creatures of Legend on the world... seemingly magical unstopable things). The Hand members are incredibly strong, fast, and durrable. They apparently are unkillable, as any wound done to them is healed. The Star channels power into the Hands, so they can accomplish their missions. The missions seems strange in the short term, but The Star is immortal and takes the long view of things.

    Associated Post
    http://www.strolen.com/forums/viewtopic.php?p=25703#25703
  16. The Painters Guild

    #16
    Smeer was dragging a cart full of strings. Another cart of another strings, it was heavy, but probably the best job in these works for a weak boy. He brought it to the machine that weawed the ropes; the hands of older boys powered it. They were paid a few coppers more, but could barely move after a whole day of work. Smeer hoped to get older and stronger one day, to help his family out of poverty. Pulling the cart back through the yard, he suddenly noticed something. Does not that pebble look like... a coin? A glistening silver coin?! That would help for a few days! Looking around, he carefully picked it up, and hurried to work to stay unnoticed.

    But something has noticed him.



    The Painters Guild is another boring professionals organisation, that trains apprentices, and organizes a feast&dance celebration once a year, plus the usual small politicking.

    And as you surely expect now, it is a facade.


    The "Shadow" or "the Night" is a power that many fear, said to have fanatical followers, delighting in terrible rituals, but luckily living in remote areas, where they stalk upon unwary travellers, etc, etc, etc.

    Followers of the Shadow are Illusionists; there lies their main power. While they are all priests to a little degree, they are really wizards, common magic-users. Since there are so few believers, their god has little of mortal magic to give back. They gain no special powers, but they know that sometimes... if an illusion is particularly well-created, or its creator in great need, their god may transfer some power into it, making it more... REAL. If an illusion cannot really harm anyone, it could then, or it could gain actually a mind of its own, or last much longer, and be surprisingly hard to see through.

    The Painters Guild is their cover, a way to find new students. As shown above, they search mainly among the poor folk, a coin disguised with a crude illusion may suffice. Few people manage to look past it, and if it is placed well, talented children may be found. (Needs some means of spying though.) Later come the recruiters, they simply let children paint something, and offer them teaching if their paintings are interesting (or are marked as having potential). And what parent would deny its child basic education, learning a trade, complete with food and lodging, with a possibly great future?

    Painting (or drawing) wasn't chosen accidentally. An artistic pursuit, it teaches one the need for details, to look carefully on the world around, and other things important for creating illusions. Throughout the study, they are carefully selected, and later offered another kind of training.

    Many of them become good, or at least mediocre artists, that can sell their works with some success, and a little illusion can make their works seem even better, for a while.

    Their morals are, well, somewhat dubious. While they strongly reject stealing, they argue that lost things belong to no one, and can be therefore safely claimed. Some actually try to arrange for things to "get lost" or "forgotten", and take them, but that is discouraged. The problem is that the loosing person must know the object is lost.
  17. Societies, Guilds, and Groups

    #17
    - The Upright Society of Civic Wizards - This organization began with a simple idea to protect the common people from the danger of magic run amok. Far too many disasters and atrocities were being commited by irresponcibe, evil, or mad wizards with no one to answer to but their own degraded consciences. The Society formed around a nucleus of civic minded magi who created a local crusade to have wizards join their society, and take the appropriate oaths to protect the world from dangerous magics. After a long and tumultuous begining, they established a strong base of power in the area, forcing wizards to join the society, or submit themselves to magical geases and censure.

    Power corrupts, and soon the Society began to play an increasing role in local politics as well as extending it's base of power beyond the initial region. Lone wizards were indeed powerful, but soon fell prey to well armed and equiped bands of wizard enforcers who indocrinated said wizard into the society, gaining a percentage of his research, and listing him into the projects in the works, for the betterment of the common man and the Society. If he refuses, punishments ranging from censure, to death are administered on the spot.

    Within a generation, the Society was a player in the court of the King, and within another generation or two, the wizards could eclipse the king for power and control of the kingdom...
  18. The Lost Cohort

    #18
    The Lost Cohort is a cohort of the Arcturan legions that split off of the army during a long ago civil war. The Lost Cohort split from it's legion when the leader wanted the centuries of the cohort to perpetrate brutal acts against the populace which they were putting down. The Cohort fled the field into the hills. It has become a sort of Merry Men-esque band of outlaws, who drop in and out of the provinces, striking against Imperial authority and then disappearing.
    The Lost Cohort has become a strange sort of splinter culture, that has dwelt alone in the wilderness as a separate brotherhood for centuries. It is composed of 7 or 8 centuriae (640 men or so), plus their families. It has become commonplace for cousins to marry, since the gene pool of the Lost Cohort is not terribly large.
  19. The Liberators of the Coin

    #19
    The Liberators of the Coin is primarily an organization Halflings devoted to (insert trickster/thieving/Halfling god). They pattern themselves after a myth of the god stealing gold coins from his brother on the evening of his wedding. The stolen gold was a part of the wedding ceremony and its absence meant that the ceremony could not proceed. The theft resulted in the trickster being able to marry his brother’s intended.

    There is no true central authority, so each sect is left to its own devices. Most prefer pick pocketing rather than burglary or other forms of theft. The money is used to further the ambitions and pleasure of each individual thief. There’s no charity in this bunch.

    The sects are comprised of loosely grouped rogues and other ne'er-do-wells. In most cases, each sect has been brought under the leadership of a reasonably skilled thief, and there’s a moderate amount of organization, with the intention of keeping the group out of the hands of the law.

    The sects are exuberant and playful. They are prone to brawling after drinking their fill of ale on the spoils of their religious efforts. When not actively “liberating� they tend to stay in groups of 5 to 10 individuals. Each member of the cult wears a golden coin on a chain around their neck.
  20. Societies, Guilds, and Groups

    #20
    Via Humanitae

    The VH is not a very large order, but it is a powerful one. It has roots tracing back many generations, and its power and influence are substancial, far beyond what would normally be the ability of so small a circle of members. There are powerful nobles, well esteemed magi, and personages of import within this order, and they are united by a goal that transcends occupation, politics, and even matters of faith.

    The VH is terrified of non-humans. What hope does man have against the near immortal manipulations of the elven races? It is a small thing for an elven lord to manipulate his human neighbors from one generation to the next. How many petty kingdoms exist as puppets and thralls of the elves? Their crafts, their art, everything about them is accorded greater respect than the honest effort of any mortal. Quality means nothing so long as a merchant can whisper elven before making his sale.

    The dwarves are also an insideous threat. Their power comes through the markets and economy. They are a major source of gold, silver, and mithril, many of their great halls swimming in such wealth. What protection is there for humans, denied the prime mineral resources of the mountains? Are we left to forever indebt ourselves to the dwarves for their gifts of steel, and gold, held at ransom in times of need. How many a shield, weapon, or armor held sway the popular imagination for the 'dwarven kings of old'? What of the Dwarven Kings of now, they profit greatly at the expense of man.

    The orcs are the most straight forward, and the least insinuating. They seek to feed, a parasite, on the wealth and prosperity of mankind. Those few who dont, they actively seek its destruction, and the supremacy of their race. As such, they can be the most 'honorable' of the enemies of man.

    The VH works through indirect means, never through confrontation. Indeed much of their effort is to keep the elves, dwarves, and orcs from ever learning of their existance. THey will work tirelessly to ensure the promotion mankind at the expense of the other races, always watching, waiting for the next incursion into the realm of human affairs.

    Some members are actively involved in locating magic items and arcane and obscure lore to improve the holdings of men. They will also seek the lore and artifacts of other races to either confiscate them, or destroy them if possible.

    The turks and mercenaries employed by the VH seldom know who, or what, they are actively working for. Delving into the VH should be like peeling an onion, layer after layer, only exposing the layer underneath. Reaching the core should be a campaign, or multi-campaign task.
  21. Order of Priori Historicus

    #21
    This is a semi-secret society. It is invitation only, as only two members can confirm membership on another. Each city or region has one "circle". Only a few members in a given circle actually have contact with other circles.

    The Order is about the past. It is a collection of people who love history, ancient times, and artifacts of the past. Only people who are really interested in past should be members. A passing interest is not enough. Thus the membership is normally filled by members of Scholars, Merchants, High Ranking Clerics, and Nobles (who have the money and leisure time). The occasional "dashing adventurer" might be a member, retreiving artifacts and going out to the field.

    The members get together periodically and swap/sell information, artifacts, and theories. Members occasionally send other members "letters" that contain certain scholarly thoughts. This is how information is often transfered between Circles. While many of these are sent in plain language, many intricate codes from the past or ancient langauges are used to send information in letters.

    Certain members will go and hire people to retreive items or locate certain places or images. They will hire ruffians to escort people so they can take rubbings or make drawings of ancient places.

    Educated people (or courtiers) are aware of its existance. The secret society nature of the group is there mostly to make the members feel important. However, since parts of the past are touchy subjects for some regimes and religions, the group keeps a very, very low profile.

    The group does not seem to be much more than a bunch of dillitantes interested in history and artifacts.

    But unknown to most, it is so much more

    Buried deep inside the group are even more hidden groups. These Cabals are not even aware of each other. They all use the organization as a cover for them. They recruit members from the main organization. Those who were good at using the mock secrecy of the organization can be recruited to the more secret group. The secret cabals use secret signs and codes and even more clandestine meetings to follow their agendas.

    Secret cabal 1: Gywarian: This is the cell that deals with precious and important historical artifacts. More than items of gold and silver or magic, they deal with items of great importance as well. These are the people who buy and sell the Cup of Divinity, the Founding Seal of The Kingdom, The Crown Jewels, The first scroll of the Mage Guild Founder, and other things. These items are the basis for powerful groups. They would do anything to regain them (or know of their continued existance). Owners of said items can often influence these groups, blackmailing them with the item's well being.

    Secret Cabal 2: Sleywaopti "Clear Eyes". These are the recorders of true history. History is often so much more than what is generally known. The true reasons behind certain events are generally unknown, except to the Clear Eyes. More than catching general historical events, this group goes beyond. They talk with Dragons, interact with Liches, deal with demons, negotiate with Orbs of Corvus, send agents into rebellions, other secret groups, and even the Gywarian to watch and record what they do. The Clear Eyes are only watchers. They never interfere, nor get involved. To do so would invite someone to eventually attack and destroy them.
    Note this Cabal is aware of all the others


    Secret cabal 3: DeSangre "Watchers of the Great Blood". This groups follows the bloodlines of the Great King. Supposedly the Great King died without every touching a woman. The DeSangre knows this not to be true. He had an heir. Since it was unsafe to reveal this knowledge in the early years, the DeSangre watched over the child who did not know how special he was. Generations later, there are many who have "The Blood". They can seize the Great Throne, empty for centuries. They can utilize the Powers of the Great King, by claiming The Sword and Cup. When the time is right, the DeSangre will lead a descendent to take up the Great King's role. Until that time, the DeSangre watch and protect those of The Blood.
  22. Who needs fantasy when reality provides so much more....

    #22
    The Rosicrucian Order, AMORC

    Who needs fantasy, when reality provides so much more?

    If you need to adapt this a bit more, replace Egypt with Aviontix or suitable ancient culture that has been mostly lost to your modern world. The basic concept of the order can easily be adapted, plus there is a plethora of information availablem, some of which from their own website.
    http://www.rosicrucian.org

    This is a magical organization that will transcend any "guild" or school. The mages of this order will have access to different, almost clerical spells, in addition to the standard spells available to most.



    The Rosicrucian Order, AMORC, is known internationally by its traditional and authentic title, the Ancient Mystical Order Rosae Crucis. Rosae Crucis from the Latin means "of the Rosy Cross". There is no religious connotation associated with this symbol; the Rosy Cross symbol predates Christianity. The cross symbolically represents the human body and the rose represents the individual's unfolding consciousness.

    The Famous 'Fama'
    The lineage of the Rosicrucian movement can be traced from its beginnings in the mystery schools of ancient Egypt founded by Pharaoh Thutmose III (1500 to 1477 B.C.), and more particularly from his grandson Pharaoh Amenhotep IV (also known as Akhnaton) - through to the Greek philosophers such as Thales and Pythagoras, the Roman philosopher Plotinus, and others, who journeyed to Egypt and were initiated into the mystery schools - through to the symbolism hidden in the love songs of Troubadours, the formularies of Alchemists, the symbolical system known as the Qabala, and the rituals of Orders of Knighthood during the dark and dangerous times of medieval Europe.

    Fraternitatis
    In 17th century Germany, a mysterious publication called the 'Fama Fraternitatis' written by 'Christian Rosenkreuz' was printed. This heralded a renewed interest in Rosicrucianism throughout Europe. As part of this great renewal, the renowned Sir Francis Bacon (1561 to 1626) English philosopher, essayist, and statesman, directed the Rosicrucian Order activities both in England and Europe. Rosicrucian history states that Sir Francis Bacon was actually the author of the Fama Fraternitatis and other works that brought about the revival of the Order in Germany.

    Throughout history a number of prominent persons in the fields of science and the arts have been associated with the Rosicrucian movement, such as Leonardo da Vinci (1452 to 1519), Cornelius Heinrich Agrippa (1486 to 1535), Paracelsus (1493 to 1541), Francoiz Rabelais (1494 to 1553), Theresa of Avila (1515 to 1582), John of the Cross (1542 to 1591), Francis Bacon (1561 to 1626), Jacob Boehme (1575 to 1624), Rene Descartes (1596 to 1650), Blaise Pascal (1623 to 1662), Baruch Spinoza (1632 to 1677), Isaac Newton (1642 to 1727), Gottfried Wilhelm Leibnitz (1646 to 1716), Benjamin Franklin (1706 to 1790), Thomas Jefferson (1743 to 1826), Michael Faraday (1791 to 1867), Marie Corelli (1855 to 1924), Claude Debussy (1862 to 1918), Erik Satie (1866 to 1925) and Edith Piaf (1915 to 1963). Insert historical figures and mages of note of your own world

    Crossing the Atlantic
    The Order crossed the Atlantic in the late 17th century when a Rosicrucian colony was established in Philadelphia. Later such eminent Americans as Benjamin Franklin, Thomas Jefferson, and Thomas Paine were intimately connected with the Rosicrucian community.

    Throughout history there have been periods of greater and lesser activity of Rosicrucianism around the world. While inactive in the Americas during the 19th century, the Order was very active in France, Germany, Switzerland, Russia, Spain, and other lands during this time.

    While Rosicrucianism is primarily a western phenomenon it is also eclectic and uniquely draws on the diverse mystical traditions of ancient Greece, China, India and Persia. Naturally enough, it also embraces the great explosion of human scientific and philosophical knowledge of the 19th and 20th centuries.
  23. Silver Phyrus

    #23
    The Phyrus is an elaborate X in a circle. It is pronounced (FI-rus). They symbol (and those symbols related to the phyrus in their mythology -the pyramid, disk with a whole in the center, and chaos spiral) is often secretively present in many organizations and governments emblems.

    This organization is one that keeps out of the public eye. It is old and secretive, though it acts for the good of the mortal world. The reason they remain secretive is that if the organization was known or its purposes revealed, people would interfere with their workings either out of greed or good intentions.

    Their purpose? To ward the world from the Fey. They seal the gatepoints that would lead from the fey realms and the mortal world. They do so with drops of silver or silver phyruses, imbedded into rocks, building, and foundations. They can also use the phyrus to protect locations and important people by the presence of a Phyrus. To that end, they have hidden their symbols of fey warding in the important items of every major church and government.

    The Fey ARE CHAOS. They are the extra-dimensional manifestation of chaos. While an occasional fairy and the like is an annoyrance, their presence is a requirement for magic to function. However, a fairy mound or full portal to their realm will begin to erode the very fabric of the world. So the Silver Phyrus work a balancing act between law and chaos, magic and mundane.

    The Fey do not mean to destroy our world, but their mere existance can put it in jepordy. They need an occasional contact with a world of order, to maintain their own limited stability. While it is their nature to chaffe at the workings of the Phyrus, some of them understand their reasoning.

    However, there are dark Fey who would like nothing more than to plunge the material world into chaos, so they can mine the order for their own purposes. These fey used to manipulate mortal/ material rulers to their own ends and to interfere with the Phyrus's working. Thus the order began protecting those in power.

    Those who understand the power behind magic, often work towards freeing Fey and bringing them to material realm. Some do it for their own purposes, others for the benefit to the world that easier magic would bring. The Phyrus monitor the places where the Fey can be brought across and where they have in the past (those places sealed by a Phyrus). The Silver Phyrus need to stop those being carefully, as to not reveal their existance.

    Thus the world is kept safe by a few courtiers, silversmiths, woodsmen, and the occasional mage. All of them linked by the Phyrus and a need to keep the world safe.
  24. The Blades of the Golden Sun

    #24
    The Blades of the Golden Sun are an organization lost to history. They are a legendary group, with songs, stories, and histories written about the exploits of their members. They were warriors of the famous Sun Swords (blades that give bonuses against "evil" and allow the detection of the truth) and skilled swordmen.

    Depending on who you talk to, they were either the greatest warriors for Good the world has known or the most famous scam artists- who extorted money from people and countries to fight Evil that they create. The order claimed it had madates from the Gods that dictated their actions. It followed those orders rather than the direction of Crowns and Lords (though they did follow the law). They helped those who they could. They were given gifts from grateful nobles and other personages. Countries and Imperial holdings gave them land grants to make sure the Blades always had a presence in their regions. Over the years, these began to add up to great wealth. The Blades, being international, were albe to act as a bank, brokerage house, and trade center first for their members, but later for anyone - especially merchants. Warriors or scam artists, either way they were a rich and powerful group from Imperial times.

    Being rich and powerful, the Imperial throne saw them as a threat to its power. Eventually Emperor Coscious the Mad outlawed the order, citing acts of treason and heresy by the group. The Army marched against all their holdings. They killed defending themselves and their charges, their lands and treasure were seized, and all scrolls and books of their creation (being herretical and treasonous) were destroyed. The order was destroyed.

    Or so the histories say. There are whispers of survivors. Those who managed to spirit away historical treasures, great works, weapons, and money. They are hiding in the catacombs of most cities. These survivors continued the Order in secret, recruiting new members suited to the secret society status it now had. The Group continues follow their divine mandates from the shadows, without interference from the crowns and lords.

    See the following post for more
    http://www.strolen.com/forums/viewtopic.php?p=25385#25385
  25. Societies, Guilds, and Groups

    #25
    The Tens are groups that act, in effect, like Mafia gangs in our world.They wear black leather jackets with a "10" patch on the back and carry swords.If anyone who is not a Ten member is caught wearing a patch, he or she is beaten up very badly.If they are seriously threatened then the verious chapters can join together to make one large and very dangerous gang.They force stallkeepers, shopkeepers ect to pay 10% of their profit or face serious violence.

    Having said that, the Tens will keep other criminals away, and in the event of a major disaster they stop their extortion in that area and help to get things back to normal.Like any good parasite, they try not to kill their host.
  26. Society of Blood

    #26
    The Society of Blood (affectionately known as the SOBs) is much more benign than its name sounds. Initially created as an award of valor for common foot soldiers, membership requires independently confirmed kills of 10 individual enemies in direct combat (hand weapons or bare hands), and also nomination by both a commanding officer (need not be SOB) and a separate SOB member. The award is based on demonstrated bravery, simple folk honor and martial skill; wanton killers and psychopaths (at least at the time of consideration) are generally excluded. Any cowardly or knowingly dishonorable action will permanently eliminate a candidate from consideration: Hence, membership is not granted until the soldier is mustered out of service. The award is infrequent, perhaps 1 soldier in 50, but based solely on merit of the individual: Twice, the entire surviving cohort of a company was inducted after particularly bloody campaigns.

    Acceptance into the SOB is accompanied by a fairly elaborate (and drunken) ceremony involving pledges to live life honorably and in fellowship with other SOB, and results in a prominent "SOB" tattoo, typically on the inside swordarm wrist, and also the award of good weapons and armor.

    If this was where it ended, it would have become just another boring army drinking club.

    The Great War lasted many more years than expected, and took both men and women away from their families, fields and forges for several seasons. Many who had survived battles returned to find their families relocated and their fortunes usurped and plundered, frequently quasi-legally at the hands of some corrupt petty official. The lords of the estate were still off at the War, and fair resolution, if possible, would have to await their eventual return. A returning SOB, however, found most issues quickly resolved themselves to a proper state. The SOBs rarely, almost never, had to enter into any fights: Seems few people back in the village wanted to tangle with an armed warrior with proof of 10 or more individual kills.

    The SOBs decided to make themselves a benevolent, protective order for all veterans. They quickly united informally and, without any bloodshed or even any overt threats, restored order and fairness for veterans through all the lands.

    Not that all SOB's are paragons of virtue. SOBs, being drawn from farmers and shopkeepers, drovers and laborers, have few common traits beyond combat skill and bravery. Some are braggarts, some are silent; some are cultured, some are crude; some are naturally honest, and a few are less so. One important political implication is that a serf who makes SOB is granted full freeholder status, along with immediate family (spouse and children). Any commoner, of any demeanor, may be SOB. However, most appear to take their oaths seriously, and avoid besmirching the SOB.

    Today, though the Great Wars ended years ago, the SOB still provide suitable burial benefits for veterans, and sustenance for widow(er)s and orphans. They also provide aid and comfort especially for other SOB's that have fallen on hard times, or to drink, or are unable to overcome their demons and nightmares. They accept no gifts or donations, since an early situation that appeared to be extortion based on threat. They SOB's are still held in high esteem by both commoners and lords, and frequently enjoy important positions and burghers and elders, and, naturally, more than a few gained additional fame as extraordinary adventurers.
  27. Societies, Guilds, and Groups

    #27
    The Anchors are an underground vigilante society that patrol the docks and streets of Pier Point town, after the city got so lawless that even the City Guards were attacked. Elements amongst the more law-abiding members of society formed the secret group, who's members wore blue hoods that covered their faces when they went out on their missions. Their targets were the criminals that were making ordinary people's lives a misery, and their weapons were simple clubs,hammers, and ropes.

    Often they do not have to kill, a beating or the smashing of the criminal's hands with hammers is enough to stop his or her crime wave.If that does not work, or if the criminal was a murderer or a rapist, then they knock the criminal unconsious and then hang him or her (normally him) from one of the bridges over the River Nine.They try if possible not to target the innocent but mistakes have happened.A favourite Anchor trick is to get a criminal to chase one of their members down an alley where a group of their members is waiting in ambush.
  28. The Yellows and The Blues

    #28
    Transfered

    There are always factions at Court. The Yellows are one of those. The Yellows have a two part agenda. First, they support a more liberal and progressive social agenda for the kingdom. It would tax the rich a bit more, instead of accepting all this feudal duty malarchy. Secondly, they support The Duke as the next King. He is one of three contenders for the crown when the aged King dies (having outlived all three of his children). His claim is not the strongest by blood, but the strongest in capability. The Duke is supporting this agenda, trying to move his country away for simple feudalism.

    The Yellows get their name partially from the Duke's coat of arms, which is primarily yellow, partially from the yellow regions of the map (which is where the exchequer's office designates rich areas not doing feudal duty), and from the color the Yellows wear. (Then tend to have yellow feature prominently in their clothing, or have a yellow hankerchef, or wear a yellow armband with a royal crest on it).

    The Yellows are now opposed by The Blues... who support a return to more feudal controls and support the Viceroy who is the King's closest relative... on his mother's side. They too show their support by wearing blues to court.
  29. Two Knightly Orders

    #29
    Why make stuff up, when history is there to provide you with a ton (English, not Metric) of great ideas.

    KNIGHTLY ORDERS, in medieval Europe, societies, or brotherhoods, of knights sworn to chastity, poverty and religious discipline. Orders were formed both to achieve the ideals of chivalry and to advance Christianity by the performance of military and other services, e.g., the protection of pilgrims and holy places and warfare against infidels and heretics. The first such societies, the Hospitalers and the Templars, both formed in PALESTINE during the CRUSADES, were international in membership and interests. Subsequently, the LIVONIAN ORDERS, the TEUTONIC KNIGHTS, and various orders devoted to fighting the MOSLEMS in Spain and Portugal had more strictly national interests and memberships. The Knights Of Malta, also an international body, was a later continuation of the Hospitalers. Many of these orders, as they increased in size, wealth, and power, became involved in secular politics; as a result the temporal authorities were sometimes obliged to suppress them, as when PHILIP IV of France moved to crush the Templars.

    After the close of the Middle Ages, many of the kings of Europe instituted secular orders of knighthood both to add chivalric luster to the royal courts and as a way of honoring members of the nobility and forming an aristocratic elite bound to the king. Among the most famous of these secular orders are England's Order of the Garter and Order of the Bath. In modern times, knightly orders, such as the Order of the British Empire, have been established as a means of honoring meritorious service to the state.

    TEUTONIC KNIGHTS (too-tahn'-ik) or Teutonic Order, German religious-military order founded ab. 1190 at Jerusalem during the third CRUSADE. Patterned after the Templars and the Hospitalers, the new Order played only a small role in the affairs of the Frankish-Christian states which had been carved out in Palestine-Syria.

    Around 1210 the Knights became involved in European affairs, and the Order reached the height of its influence and power during the 13th and l4th cent., when it conquered Prussia, converting the inhabitants to Christianity or replacing them with German colonists. By the end of this period, the Order, which after 1225 also included the LIVONIAN ORDER, with its cap. at Marienburg (Konigsberg after 1466), ruled a large domain along the coast of the Baltic as far as Russia. Following major defeats in the intermittent war with Poland (see TANNENBERG, BATTLES OF) in the l5th cent., the Order acknowledged Polish sovereignty. There followed a period of gradual but steady decline. In 1525, the Grand Master of the Order accepted PROTESTANTISM, and the former holdings of the Order in Prussia became a duchy under Polish protection. The Order's few remaining possessions in Germany proper were secularized in 1805. Biblio.: Krollmann, C., The Teutonic Order in Prussia (1938).


    LIVONIAN ORDER (li-voh'-nee-un), Livonian Knights or Knights of the Swords, German KNGHTLY ORDER, founded in 1202 by the bishops of Riga to christianize the lands lying along the Baltic Coast, i.e., Livonia (N. Lithuania, Latvia, and Estonia). In 1236, following their defeat at Siauliai by the Lithuanians, the Order became a branch of the TEUTONIC KNIGHTS, although it retained its autonomy in the Livonian Region. An attack by the Order on Novgorod led to its massive defeat by Alexander NEVSKY at Lake Peipus (1242), and in the years afterward the Order was steadily weakened by Russian and local opposition and by the Protestant Reformation. It was disbanded in 1561.

    Well noted books on the subject:
    The Queen's Orders of Chivalry (1961)
    Orders of Chivalry (1887)
    Chivalry and Sorcery first ed, 1979
  30. The Greens

    #30
    Transfered

    The Blues and Yellows are starting to gain in presence at the Court. Both have "radical" agendas in the eyes of most of the court. They are also forcing people to choose sides. Not choosing is begining to have serious consequences, some of them have been quite violent. Duels are being fought by Blues and Yellows. Most recently, an elderly lord, who had the misfortune of wearing the wrong color at the wrong time, was challanged and killed. The Lord was not being political, he was simply wearing a gift from his daughter.

    So a Lady of the Court (Lady Julia? http://www.strolen.com/npc/viewnpc.php?npc_id=326&offset=0&order=updated&dir=Desc&index=1 ) who was tired of both their dangerous politics and the fact that one could not wear yellow or blue without expressing a political opinion that could get one challanged to a duel arranged a clever little protest. She managed to a good many of the court who were not color faction members to wear Green to an important and public Court Event. (And to everyone's amazement, she managed to get a handful of the more reasonable color members to join in.). It is now fashionable to wear Green at court.

    The Colors have gotten the message and have backed down from active agendas. However, her protest has taken on a life of its own. A new Color has risen, The Greens. The Greens basically oppose both The Blues and The Yellows. They wish to support the Status Quo, no matter who becomes King. They are also acting to thwart any activities The Colors are taking. The Green's activities are begining to interfere with general court business, as any normal politicing done by a Color is often seen as Color Business.
  31. Societies, Guilds, and Groups

    #31
    The "official" named organisations of Midian, in no particular order

    Church if the Rising Night, Atrum Ortus (fan creation): once a secret society, now a cult, dedicated to the destruction of the Undead

    Darklings: dubbed the "Gothic Mafia" by some players; dabblers in social control, and backed by assassins; source of the Phantom classes

    Way of the Blade Guild (fan creation): the first & foremost Midianite adventurer's guild; based in Argent, Formour

    Shadowed Skulls (fan creation): a treasure-hunting, training, and mercenary guild; perhaps the most influential in Midian

    Rolling Iron Guild (fan creation): trading/mercenary guild; transports expensive & dangerous cargo

    Sundered Guild (fan creation): public-relations guild for Orcks, Ogres, Hobgoblins, and Trolls

    Knights of the Temple: holy order of nights belonging to the Temple of Light, one of two such knightly orders of that church

    Crimson Order of the Knights of the Shadows: also known as the Death Knights or Shadow Lords; this order of knights-errant are vile mercenaries who dabble in necromancy

    Syndic's Union: formed by mutual agreement of disparate Syndics by Claxxon; this allows for something quite similar to international banking in Midian

    BlackGuard's Warband/BlackGuard's Armada (fan creation): two names for the same mercenary force, depending on whether encountered on land or sea; this army was the one that encountered the Orcks during the Scourge War, and now runs the Northern Protectorate in Osterre

    House Obsidrian: an influential, but fairly typical Elven Great House; responsible for siring Volgor, the necromancer
  32. Curalon Hestaris

    #32
    The Curalon Hestaris, the infamous Brotherhood of Sinners, is an ancient school-guild of warriors, founded, among many other such guilds, during the years between the fall of the Ancients and the rise of the modern Agera kingdoms.

    Originally, the Curalon Hestaris was founded by Witiza the Black, the legendary Bloody-Handed Blademaster, Murderer of a Thousand Warriors, Slayer of Kings. Witiza was an Ageran warrior, trained by swordmasters of the Ancients, who was one of the primary terrors of the Bloody Age (Many Ageran folktales and legends remember him as a primary foe of their culture heroes). Witiza led his band of slayers for more than 50 years before he suddenly, mysteriously, slew them all.
    Having done so, Witiza formed the Brotherhood of Sinners, gathering notorious criminals, bandits, and warriors from all across Bloody Age Ageratos. All, including Witiza, took an oath before the Dread God Angra that they would become the greatest warriors of all Time, reciting the Oath of Sinners and Swords, still the principal oath of the Curalon Hestaris:

    "Before Angra Blackheart,
    the Lord of Fury, fire-eyed,
    I do swear that I am
    The Sword That Drips Blood
    The Foe-Slayer
    The Flesh-Render
    The Heart-Ripper
    I do swear that
    None shall defeat me in single combat
    None shall overmatch me in soldiery
    None shall see me beg, fall, or fear
    And when Death comes
    I shall smile."

    The principal axiom of the Curalon Hestaris, and the basis of all its teachings, is this:

    "Inhale. Kill. Exhale."

    Disciples of the warrior-religion of the Brotherhood, called Hestari (Sinners), Swordmasters, or simply Swords, are the finest single warriors in all of Ageratos. None can match their skill, reflexes like lightning, dexterity like cats, courage and ferocity like madmen, strength like bears, and the fanaticism of their insane sword-worship. They compose poems to their knives, and prayers to their swords, and they write their own death-songs; they are feared for their singular technique, the Blade of Fury. The mysticism of the Curalon Hestaris is powerful indeed, even drawing upon magic (called Weirding by the Hestari) to an extent. Many Hestari have been seen striking without moving a muscle, and healing the most grievous wounds without ointment or prayer.

    Hestari hire themselves out as mercenaries to the highest bidder. Many wars between kings have been one simply due to the timely hiring of Hestari warriors.
    Hestari take on all comers who seek to join their brotherhood, but they make no promises of survival. Only the most hardened make it through the horrific weeding processes of the Brotherhood of Sinners. The Curalon Hestaris also purchase orphans and slave-children for their Brotherhood; many orphanages actually prefer to adopt their children into the Curalon Hestaris, for the Swords pay very well.
  33. Order of the Magenta Rose

    #33
    Magenta Rose Transfer

    A Magenta Rose related post, though it can be used independently
    http://www.strolen.com/items/viewitem.php?item_id=444

    The Order of the Magenta Rose:
    This is a knightly order of the kingdom, which does not require its members to of noble line, just noble attitude. Each member must be knighted for duty to kingdom or be of knightly rank (or greater) by birth. The order was formed by the Queen of the Rose, Queen Isa, hence the name. The order's primary duty is as The Queen's Guard. Seldom, if ever sent into battle, their duties lie in protecting the Queen and the Heirs at Court and while travelling. The order not only protects the Queen (and heirs) persons, they also protect the office of The Queen. The Queen's champion is also drawn from the order. They act as advisors when needed, also helping any new Queen settle in.

    A member of The Order is always well mannered (even if they don't always act it), educated, and witty. (Some say handsome and charismatic helps as well, depending on the queen). They must effortlessly function in court, as well as be a member of the Queen's circle. Some are experts at politics, but most are merely courtly. Members of The Order tend to be more duelists, than warriors. They are skilled fighters to be honest, but their expertise runs more to fencing, riding, and courtly weapons, than full armor, battle axes, and siege weapondry. This emphasis reflects their duties better.

    Member's of The Order are recognizable by the Magenta Rose favor at their belts. At the begining of Winter Court, each one who will be active that year, receives one of the Rose's last flowers. (It is amazing that there always seems to be one for each member who will be active at court. If there isn't it usually signifies a retirement or death; while extras usually mean a recruit will be added.) The Rose's flowers, if kept fairly cool, will last almost the entire winter.

    There is one special duty that The Order partakes. They are Guardians of the Rose, they protect it and the kingdom's relationship with the mighty Elven Kingdom to the West. They are also the Honor Guard for any Elven envoy or guest at court.

    Other posts in the Magenta Rose Series.
    http://www.strolen.com/forums/viewtopic.php?p=27102#27102
    http://www.strolen.com/forums/viewtopic.php?p=27837#27837

    The group is currently in difficult states given the current schisms at the court. Some are yellows; some blues. Most do not hold that this conflicts with their proper duties. Others think they are delusional. The Current Princess's new orders are not helping either.
  34. Order of Iron Gauntlet

    #34
    Magenta Rose Transfer

    A Magenta Rose related post, though it can be used independently
    http://www.strolen.com/items/viewitem.php?item_id=444

    Order of Iron Gauntlet:
    The Order of the Iron Gauntlet is the oldest in the Kingdom. They are the order of the King's Guardian Knights. though they are Generals and Warriors of note, they act as the King's bodyguards in battle and interesting situations. The order started informally, as a group of loyal friends protecting the not yet King of the not yet Kingdom, during the campaign of unification (after the collapse of the Great Empire). It has grown to be one of the greatest honors that can be bestowed upon someone of Noble or Royal birth. (Though those of non-noble birth can be members, but only if given an entitlement during a battle/ campaign for service beyond their blood).

    The Order's primary duty is to keep The King safe in situations of combat or personal danger. That is their "warrior's duty". Since they were always around the King during the campaign, they were giving their advice. Soon one of the selection criteria, besides being a friend to the King, became tactical savy. Since the King's friends tend to be nobles of goodly rank, most are adept as the politics of court and country as well. The Order has a great overlap of the King's Privy (advisory) council.

    The Order frequently wear their favors (Gauntlet Fist, on field of Red and White) upon their belt. On special occasions, or times when just a bit more sublety" is required, members will wear custom made Iron Gauntlets, which are etched and decorated... enough to be fancy dress... rather than practical fighting gear... but practical enough to wear on a field of honor should it be needed.


    NPC POST COMING
    Given the King's increasing age, the Order has assigned itself as an impromptu "nanny service". They assist the King, and attempt to do so in subtle enough ways, to avoid showing he is "less firm" than he used to be. They are arranging his schedule in such a way that strenuous events are being cancelled due to someone else's issue or an "up and comming crisis".


    Other posts in the Magenta Rose Series.
    http://www.strolen.com/forums/viewtopic.php?p=27102#27102
    http://www.strolen.com/forums/viewtopic.php?p=27837#27837

    The group is currently in difficult states given the current schisms at the court. Some are yellows; many blues. The King originally did not mind the groups, until somewhat innocent blood has been shed. Now he is trying to supress all Colors. He denies the Iron Guantlet the ability to show their affiliation, yet key members of both Blues and Yellows are members.
  35. The Press Gang

    #35
    In a few of the larger towns where the printing press is in use, and the rulers are not too strict about what can be printed, there are newspapers. If somebody is murdering reporters and escaping capture, or if someone is suing a newspaper for a large amount of money and has a strong case, or if a judge is being a real pain, the secret Press Gang will be called in by the newspaper owner to deal with the problem.

    Depending on the situation this could mean anything from a quiet warning, to a murder.The Press Gang (each big newspaper has it's own) also protects reporters, steals secret documents and on occassion, even creates news stories by doing highly illegal things like inciting riots or even creating undead.
  36. The Brotherhood of Larfu

    #36
    In a society where the greater good often gets precedence over the indidvidual and his loved ones,in a society where everyone has a defined place which he would never be able to,nor ever dream of vacating,there exists an organization that seeks to defy the 6 Commandments.

    They are the Brotherhood of Larfu,a organization that feels the 6 Commandments and everything they stand for are,a betrayal of the lost,tribal ways that only they remember.They long for the days of the old Clans,when a man would cherish the welfare of his loved ones and his Clan above all else.Where a man's place in life was determined by his courage and skill,rather than the station of his mother.When a chieftain would have to earn the respect of his people,rather than be born with such a privilege.And most of all,they long for the day the Eshal have leaders that are not manipulated by those loathsome,spellcasting Cuada,leaders who would never be corrupted by the foul magic of the salamander men.

    Their beliefs and idelas are symbolised by their worship of Larfu,an old god of the hunt that represented personal courage and determination.Larfu was forsaken by the tribes,following the their unification in favour of the demanding Gods Of Water.But a few of the old Clan shamans remembered him still and passed the old tales to him down to their descendents.

    The movement is very old and has existed for as long as the empire it's self.It was formed in secret by a group of senior warriors and shamans who were determined to preserve the old values,following the formation of the old Clans into a single unified group.Among them,no caste exists and a peasant who shows great skill and courage can climb up their ranks as quickly as a warrior.Most of it's members are peasants angry with the luxuries heaped on the Cuada and warriors who feel that the so called First Born Of The Gods have undermined the abilty of the Brave People to make important decisions independently.

    The Brotherhood has no supreme leader and instead has a Council of Elders that votes on important decisions.Below them lie the Disciples who asist the Elders in giving orders to the rank and file.There is also an order called the Shamans of the Hunt.They are the gifted ones are trained in the arts of the shaman.They have a council of their own and do not take orders from the lay leadership.

    The Brotherhood has loyal agents planted in every village who moniter the situation and recruit those who seem to have a strong indidvidualistic streak and mutter about Cuada ''meddling.

    Upon joining,every member has to undergoes a certain initiation rite to ensure his loyalty.He is taken to their village office,usually no more than an abandoned store house or pen and takes an oath before a carved wooden statue of Larfu to remain ever loyal to Larfu and the ways of the old Clans.During this rite,small incisions are made along both his forearms.The blood that flows is collected in a small wooden bowl which is poured over the idol of Larfu.This symbolises the fact that his personal honour now hinges on the honour of his Clan,aka the Brotherhood.Then one trained in the arts of the shamans,chants sacred verses and douses him with the blood of a slain shark,Lafu's favoured prey.This represents his status now as the anointed of Larfu.Both these rites prevent betrayal.for betraying the Brotherhood means betrayal of one's very self,something that would mean the total and absolute loss of all self respect.In addition,the betrayer would also loose the wisdom and blessings of Larfu and the feeling that he has proved unworthy of the god,who does not punish so much as forsake.In return,the Brotherhood never commands a member to anything that would stain his honour or put his loved ones in any danger.He is also given a chance to voice his views on any topic,during the Common meetings in which every member is entitled to his view on any matter concerning the Brotherhood.The scars that result form the first ritual,allows members of the Bortherhhod to recognize each other.

    These Common meetings are held in their remote headquaters once a year.The chances of anyone stumbling on it are
    rare,for it is hidden among the ruins of Aflan,the forgotten mer folk city state.Most Eshal believe it it to be haunted by the restless spirits of the dead,a rumour that the Brotherhood has taken great effort to circulate.Peasants usually go with warriors,under the pretence that they have been drafted by them to assist in building new fortifications.


    Initially,the Brotherhood's goal was to preserve traditional Eshal practices and customs,with emphasis being placed on the belief that every member of the tribe mattered and that to ignore his rights and contributions,would result in the Clan collapsing.They also felt that the Eshal should not turn their backs on the old gods like Larfu who made it clear to mortals that respect for gods should not reduce them to the pathetic state where they would be convince that even the slightest trangession would result in dire consequences and that the gods were there to guide rather than command them.Both these notions go against the retribution-driven concept of current religon.

    Although this has largely continued to be it's main objective,something of an of an ideological split emerged among their ranks 60 years ago.Some of the more radical members of the Shamans of the Hunt,unhappy with merely preserving the old ways,have taken to asssinating Cuada mystics and lesser priets accused of pandering to the whims of the Cuada.They call themselves the Spear of Larfu and are regarded as fanatics by the rest of the Shamans of the Hunt as well as by the lay Brotherhood leadership and are thus pariahs at most Common meetings.Unlike the rest of the Brotherhood,the Spears Of Larfu,feel that the Emperor and his High Priests must be overthrown.Recent events involving bloody raids by mysterious humans known as the Snake Riders have convinced them that the age of the Emperors is about to end.
  37. Order of the Southern Temple

    #37
    Southers, those in the Southern Territories, are thought to be vastly more devout to the Faith than everyone else. If nothing else, they are more serious about their faith.

    As the King brought together the council of knights and a central government for The Lands, many knights and lords of the Southern Territories, came to the cold north, to the King's Seat. They found themselves at a disadvantage at court, being less political, seen as provincal (which is generally true), and followers of a more archaic version of the Chivalric code.

    The Order started as a social group, as Knights, Lords, and their attendent families, were constantly meeting each other at temple prayers (which only the monks were observing until they came). A few more savy members utilized the "southern familiarity" as a political weapon, knowing that they could get their Souther friends to vote their way in the council. After a decade or so of the Southern Temple block holding exceptional power in council, there was a request for a New Order to be added to the rolls.

    The Order takes in Souther Knights who show the proper adherence to The Old Code, Exhibition of Piety, and were born properly in the Southern Territories. These unfailing polite and chivalric knights have become quite popular with the populace.

    However, there are issues comming. The Order, in general, is quite dismayed at the weakness and secularity of the remaining Knights of the realm. The Order is also against all the new reforms and compliances that the rest of The Land sees as necissary and socially proper. They do not like all the magic of the North as well. There will come a day that the Order of the Southern Temple will revolt against all this "moderness". If they do not secede from The Land, they will have to strike against The King and install their own.
  38. Red Caps/ Guild of Messengers

    #38
    Two in one day

    The Guild of Messengers is one of the few guilds/ orders accepted in every civilized and many near civilized lands. The Messengers know only their own special language and script (though they might know how to speak A dozen or so languages, they are prohibited to be literate in any other tongue). They are the tool of civilization, allowing for communication to be passed across the world (and the occasional small item as well).

    The Guild of Messengers are known for their distinctive red caps. (They are tooks, pointed knit caps). In fact, it is against the law to wear such a cap if you are not a guildsmen on duty (the penalty being death or the loss of both legs, so most people do not risk it). They are also known for wearing huge boots (with cleated treads) and leather vests with many long pockets (where messages are kept). While they are on duty, they are wearing their cap, otherwise it is tucked in their belt or on their vest.

    While on a delivery, Guildsmen are immune to detainment and all tresspassing laws (though if they commit some crime, usually a noble or guardsmen follows them until they finally deliver their message). Those harming a Red cap while they are on duty is a huge offense (usually merely death, but it is more creative in some places). If the Red cap is going to give some bad new or in a potentially dangerous place, they are given an extra message that has to be delivered after that... so they can be off their way and safe from harm. If a recipient is beyond the law and harms a Red cap, then any messages sent to them are "lost" and that person can send out no messages.

    Red Caps tend to be master runners of great endurance, acobatically skilled (able to leap and tumble over walls, gullies, etc), some skill with a horse, skill with a sling (vs animals), versed in several languages, and have memory training allowing them to recite messages and know every road and byway in a region.

    Red Caps are starting to do money transfer. You deposit money and a small fee at one Guild Station and a messenger with a guild certifed message travels to the person receiving the money elsewhere in the world. The messenger then accompanies the recepient to the local Guild Station, where they receive a payout.
  39. King's Hands Transfered This point forward

    #39
    The King's Hands are a secret espionage group. These agents secretly support the Crown, feretting out traitors, investigating military and political manuverings of other countries, stealing copies of plans and spells that would unbalance the status quo, and in short, making the world safe for good decent people and the Crown that supports them. Most of these agents are adopted from the Academy of Arts (a misnomer since it is the military officer training academy, with a minor section for clerics and scholars).

    These agents use mostly careful planning and their wits to resolve issues, though some carefully used tinkerer's toys and an occasional magic item or two are used for special missions. Agents tend to avoid magic items, as they can be traced.

    Agents are recruited at the Academy by Master M (the Crown's spymaster). They occasionally find themselves in odd classes, giving them special training, without knowing why. While most of the agents are from the military, every now and again a scholar or cleric are recruited.

    After these people have graduated and gone on to the field (where their placements were carefully orchistrated by Master M), they are brought back to the Capital. In the Capital, there is the Mystral Winery. The Mystral puts out a small batch of extremely high quality sparkling wine every year. The Mystral Winery is behind the Castle and far from the Academy, so the occasional "odd hand" there is not recognized. Those "odd hands" in addition to doing work at the winery are given intensive training in spycraft and agent work. After a time, they are either returned to their previous position or given special posts somewhere else (often under an assumed name and position).

    Hidden in the Winery are the Journals of The Hands, the chronicles of the Hands. (These are written in code AND hidden in the winery). Perhaps someday people will know what these brave souls do.

    One of the finest graduates...
    http://www.strolen.com/npc/viewnpc.php?npc_id=321
  40. The Pillar of Zech

    #40
    The Pillar of Zech is a quasi-Masonic secret society (but more secret) that exists throughout the continent of Laurentia, particularly in the north-eastern section. Originally formed almost 1000 years ago by patriots of the Zechen-Rotliegendish Commonwealth, the society has not only outlasted the fall of the Commonwealth but has grown in numbers, influence and power. Conspiracy theories about it (and who are members) abound; the truth is that the Pillar numbers several tens of thousands of members (in a continent of around 50 million) of whom quite a few of which are people of influence - however, it is nowhere near to controlling everything that happens in the world. Pillarians progress upwards through 17 degrees (a number of mystic significance), learning new lore, secrets and having to undergo ordeals at each degree.

    The goals of the Pillar are the active promotion of the Seven Princely Virtues (courage, honour, independence, intelligence, integrity, piety and revenge) across the world (members are also expected to live by these virtues, promote them (and also to help other Pillarians even when not specifically ordered to). Ultimately, they look for the reestablishment of the Zechen-Rotliegendish Commonwealth over the whole earth, when all the world will live by and acclaim these virtues as their own.

    More information can be found in The World of Edrith.

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