Showing posts with label Affiliations. Show all posts
Showing posts with label Affiliations. Show all posts

The Fire Knights (Order of Solis)

  • Scale: 8
  • Capital: 8
  • Alignment: Lawful Good
  • Symbol: Morningstar backed by a Sun
  • Active Regions: Blood Coast, League of Cities, Free States of Estonia, Kingdom of Muriah

Background: The oldest military order in the realm, the Fire Knights established themselves sometime around EH 2200 as the Order of Solis, a militant band of soldiers devoted to protecting the temples and towns in which Solis had a following. It wouldn’t be until much later – in EK 120 – that the Order of Solis would become better known as the Fire Knights.

The Order of Solis has been in a slow decline since its golden years from ER2000-ER2500. It still has strong support in the Blood Coast region, and good support in the League and the Free Cities. The Order has been driven all but underground in the Holy Empire of Astalon.

The Fire Knights were once the premier defenders of the King of Muriah. Now they share duties with the Celestial Knights and the King’s own guard. They are closely allied with the Paladins of the Guiding Light (Paladins of Illias), and often form joint task forces to deal with dangerous contingents of undead.

Organization: The Fire Knights are organized into two main branches: The Wardens and the Sentinels. The Wardens are charged with static defenses: temples, shrines, towns, and villages. They are organized by location, with a command hierarchy expanding by region.

The Sentinels are charged with seeking out danger, and defeating evil, as well as protecting more mobile targets such as VIP’s or caravans. They are more loosely organized by task force and operational region. Manpower transfers between the two branches as needed.

Advancement in the Fire Knights is by a promotion system as judged by one’s superior, reviewed by his superior. Advancement in the higher ranks (Captain and above) is mostly political, though exceptional service is required. Advancement reviews are normally staged once a season (every 3 months).

    Goals:
  1. Protect the temples and worshippers of Solis from harm.
  2. Seek out and destroy evil, especially undead and those who thrive in darkness.
  3. Spread the worship of Solis thru deeds and actions.

Church of the Pure (Church of Astalus)

  • Scale: 10
  • Capital: 10
  • Alignment: Lawful Good
  • Symbol: A Diamond
  • Active Regions: All of Muriah, except the Great Untamed and the Orclands
  • Special: Must profess faith in Astalus, and only Astalus. May not worship other deities.

Background: The Church of the Pure was founded at the coming of the New Gods. As a political force, however, the Realignment of EK 931 established the idea that the worship of Astalus should come above all other deities. It also led directly to the founding of the Holy Republic of Astalon, to which the church has considerable ties.

Organization: The Church of the Pure has a rigid hierarchy, and reporting structure, consisting of three branches: The Word, the Arm, and the Mind. The Word comprises the lay priests: those members who go out and attempt to spread the word of Astalus, converting heretics, and performing missionary duties. The Arm are the militant branch, who actively seek out evil, and attempt to destroy it. The Mind are the higher order priests, who oversee the activities of the lower groups.

All members of the Church of the Pure have mandatory vestments, which are used for services and special holidays. The vestments consist of pure white robes with gold hem, and golden vestments, and a white phylactery. Members are also required to own a canon, laying out all the deeds of Astalus for his followers to try to emulate. The holy symbol of the church is a diamond. Higher ranking priests typically adorn themselves with more ornate, or ostentatious, jewelry centering on the diamond motif.

Advancement in the church is likewise structured, with immediate supervisors sending off word of the individuals deeds to a regional review board, who then decide if the individual merits a promotion. This review happens once a season (every three months). There are means for bypassing this system, if one feels that their superior is treating them unfairly, though this often calls down an inquisition from the Inquisitus Divinicus.

Goals: The goals of the Church of the Pure are simple: convert all living creatures to the worship of Astalus, destroy all evil in the world, and undermine the other faiths (so as to better accomplish the first).

The Church also wishes to set itself up as the de facto government, as it has in the Holy Republic of Astalon, since it feels it is best at determining what is right for the people.

Axebasher's Guild (Affiliation)

  • Scale: 8 (2-5 for individual chapters)
  • Capital: 8 (2-5 for individual chapters)
  • Alignment: Neutral Evil
  • Symbol: Axe and Shield
  • Active Regions: Bloodcoast, League of Cities, Central Muriah, Free State of Estonia, Orclands

Background: The Axebasher’s Guild was founded to compete directly with the Sword and Shield Association. Where the S&S is finicky as to what sorts of jobs it will take (i.e. nothing illegal), the Axebasher’s Guild is not so discerning.

Founded rather recently, in ER 1458, the Axebasher’s has spread quickly, mostly from the largess of its founder, the half-orc Grinus Grizzletooth. Wherever the Axebasher’s set up shop, contention quickly ensues with the S&S.

Organization: Organization is a dirty word at the Axe. Barracks are often dirty, and poorly kept. Corruption amongst officers is commonplace. Leadership at the Axe is often by strength. For lower ranking positions, members may challenge their superior at any time, and if they defeat them in a contest of strength, martial prowess, or possibly even good old fisticuffs, then they take their place along side their former superior, having proven themselves equal to the task.

Higher ranking positions (Captain and above) require the former owner to have vacated the spot, either thru promotion or…accident. Newly created positions (for new barracks being opened) are usually assigned by a meeting of the regional commanders.

Goals: Like the S&S, the Axebasher’s Guild’s primary goal is to make money. Mostly they accomplish this thru selling muscle to those in need. Most of their contracts are on the up-and-up, but they have been known to ally with various thieves’ guilds, and the occasional dire cabal.

A secondary goal of the Axe is undermining the S&S. Members of the Axe often go out of their way to cause trouble for members of the Sword and Shield Association.

Sword and Shield Association (Affiliation)

  • Scale: 10 (3-6 for individual chapters)
  • Capital: 10 (3-6 for individual chapters)
  • Alignment: Lawful Neutral
  • Symbol: Crossed Swords
  • Active Regions: All of the Kingdom of Muriah except The Great Untamed

Background: The Sword and Shield Association, often referred to as the Fighter’s Guild, was founded in the year EK 325. Hastur the First started the guild, in what was then the city of Eribatorea (now New Estonia).

Organization: The S&S is a strict organization. Members are expected to obey superiors above all else, while on assignment or in the guild barracks. Slovenly behavior, untidy or unkempt appearance, or failure to perform duties all result in penalties to one’s rank within the guild.

Members must pay an initial fee to join, but afterwards membership is free. The guild takes a small cut (15-25%) of any assignments the member takes thru the guild. Failure to report income derived from the guild is considered a major infraction.

Advancement in the guild is handled thru peer review, and is conducted monthly, typically on the first of the month. Members are evaluated by their superiors, based on past assignments, training, and behavior. At times members’ martial prowess may be tested prior to advancement. Advancement to the highest post – High Commander – is only done when the current High Commander steps down, or is voted down by a unanimous decision amongst the Commanders. Then the Commanders convene to elect a replacement, typically from amongst their ranks.

Each individual barracks can be considered a sub-set of the guild at large, typically with a Scale/Capital of 3-6.

Goals: The goal of the Sword and Shield Association is simple: to make money. It does this by providing trained and professional military support to individuals, organizations, and even governments. Guard duty, personnel and caravan escort, and even training services are provided, all for a fee. The guild draws a line at assassination: they leave that to the appropriate organizations.

Secondary to their goal as a business, the S&S provides training to members, in the belief that a well-trained staff can generate more income for the guild as a whole.

Arcane Guildtowers (Affiliation)

  • Scale: 12 (Individual Towers: 4-6)
  • Capital: 12 (Individual Towers: 4-6)
  • Alignment: Varies by tower
  • Symbol: Varies by tower
  • Active Regions: All of the Kingdom of Muriah except The Great Untamed.
Tower Name (Specialty)SymbolAlignment
Tower of Arl (Evocation)Inverted TriangleNeutral
Tower of Kore (Conjuration)PentagramNeutral
Tower of Nin (Enchantment)Conjoined CirclesNeutral
Tower of Vas (Transmutation)Inscribed SquareNeutral
Tower of Des (Illusion)Three TrianglesNeutral
Tower of Jur (Divination)Two Parallel BarsNeutral
Tower of Lok (Necromancy)Crossed BarsNeutral Evil
Tower of Bail (Abjuration)Concentric CirclesNeutral Good

Background:

Founded in the Era of Kings, 1300, the Mage’s Guildtowers, or the Mage’s Guild, are a powerful, though relatively neutral, force in the realm. They gained practical autonomy from the King due to their service in the defeat of the Three (powerful necromancers bent on enslaving the kingdom). In return, they swore to defend the kingdom against outside threats.

Organization:

The Guildtowers are actually several separate, loosely united individual affiliations. These delegations choose a ruling body of 7 representatives (one from each tower), and one Grand Magister, to represent the interests of all wizards throughout the Kingdom of Muriah.

Each tower mimics this organization, with their individual Grand Magister serving on the delegation to the Castle of Controlling Power, followed by a regional High Magister, and local Tower Magister in each individual city or town. Individual towers can be considered separate affiliations, typically with a Scale of 4-6. Members register with a local tower, and move up in the ranks in that particular tower, though transferring registration to a new tower is simple, and fairly common.

Goals:

The Guildtowers have several goals: Codify and advance magical learning, protect the Kingdom of Muriah from outside forces, and control arcane magic in the Kingdom.

The Guildtowers have managed to push thru laws in various provinces outlawing the practice of arcane magic by non-guild members (the exception is Bardic magic, which is protected by the Bardic College and the Temple of Tethos). The guildtowers also strongly encourage mages to specialize; even generalist mages must associate with one of the individual towers (though there is an underground sub-culture amongst generalists).

A few Affiliations of Eninn

Affiliation Scale Capital Region Alignment Type Symbol
Arcane Guildtowers 12 Isle of Controlling Power Neutral (Varies) College Varies
Sword and Shield Association 10 Free State of Estonia Neutral Good Fighting Company Crossed Swords
Axebasher’s Guild 8 Bloodcoast Consortium Neutral Evil Fighting Company Axe and Shield
The Church of the Pure 10 Holy Empire of Astalon Lawful Good Temple Diamond
Fang of the Cobra Guild 10 Muriah Lawful Evil Spy Ring Cobra Fang
Druids of the Sacred Grove 8 The Great Untamed Neutral Druid Circle Oak Tree
Druids of the Tempest 8 Isle of Ravlos Neutral Druid Circle Twin Lightning Bolts
Order of the Arcane Fists 7 Isle of Controlling Power Neutral Fighting Company Circumscribed Fist
Celestial Knights 5 Holy Republic of Astalon Lawful Good Fighting Company Diamond & Sword
Fists of the Heavens 5 Holy Republic of Astalon Lawful Good Fighting Company Diamond & Fist
Inquisitus Divinicus 6 Holy Republic of Astalon Lawful Good Cabal Diamond & Hammer
Holy Republic of Astalon 11 Holy Republic of Astalon Lawful Good Government Diamond & Star
Crimson Cutpurses 4 Wetilla Chaotic Neutral Thieves’ Guild Crimson Coin
Order of the Stone Fist 7 Dwarven Clanlands Lawful Neutral Fighting Company Stone Fist
Tiger Claw Order 7 Bloodcoast Consortium Lawful Neutral Fighting Company Tiger Claw
Order of the Four Winds 7 League of Cities Lawful Neutral Fighting Company Whirlwind
Order of the Silken Sash 7 Free State of Estonia Lawful Neutral Fighting Company Silk Sash
Bardic College 11 League of Cities Chaotic Good College Lute
Order of the Hedge Wizards 8 League of Cities Neutral College Wand and Potion
Black Wolf Crew 6 Capaal Neutral Evil Thieves’ Guild Black Wolf’s Head
The Fire Knights 8 Blood Coast Lawful Good Fighting Company Sun & Morningstar