Player-Made Orgs

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Contents

The Use of Organizations in Tenebrae

Guidelines for Crafting Organizations

PCs may create their own organizations, with the following caveats:

  • Once created, these organizations are posted publicly and anyone may join.
  • Organizations must fit Tenebrae's theme, policies, and style.
  • All organizations are headed by a staff-run NPC and become subject to influence and effect by the greater world. This only means they're part of the story and tapestry that is Tenebrae, that they are not exclusive social clubs, nor characters in their own right.

What they are intended to be is flavor as part of a story. If you'd like to craft one, speak with staff; we're always glad to work with you!


Important Links for Player-made Orgs

List of Player-Made Organizations

The Acquisitioners

Pcorg acquisitioners.png
The Acquisitioners specialize in the hunting down and attainment of dangerous items of a magical nature at the behest of the Temple of Eluna! Aside from collection, they see themselves as balancing force against the mages who create such monstrosities. They work hard to acquire and seal these items safely away, or destroy them when required. They as part of their trade, they do their best to monitor known evil casters, and take action to prevent them from causing harm if they can. They possess a reputation for both zeal and responsibility in their duties.


History

Sir Chorin Deglauss formed the Acquisitioners in his younger years. Based on his Elunan ideals, he formed the original group from a group of his friends. Ragtag idealists all, they were nonetheless shaped by his brilliant mind, and made it their mission to recover artifacts--of the dangerous sort. Though they ran into trouble soon after and Chorin was slain by an artifact's power, his legacy lives on, as does tales of his dashing heroism.


Leadership and Areas of Influence

The Acquisitioners operate worldwide. They operate under the auspices of the Temple of Eluna and are led by a council of three Elunites and one Vardaman, who answer to the greater Temple structure. These leaders are typically chosen among the clergy, though there is usually one with inquisitor's training.

The Acquisitioners work with varied temples and magical societies. Among these groups, they tend to possess a mixed welcome; some mage groups, for example, could argue the preservation of dangerous artifacts for research purposes, while the acquisitioners may be called in to dispose of it safely. Their greatest allies are among the Elunan temples. While not a secret group, they also do not tend to advertise the scope of their membership.

While many members are inquisitors, their dangerous tasks require a diverse membership. Among their number are catalogers and researchers. There are even members who negotiate their entry into politically sensitive areas (with mixed degrees of success), while others work to keep an eye on known crafters. And of course, the mage killers. Overall, the organization supports a wide variety of necessary roles.

Their purpose, and means of their founding gives them a certain zeal--they possess a reputation of fearlessness on the job and a drive towards "getting the task done by the Light," as well as respect for what they see as the Founder's Ideals, which different members may interpret differently. Of course.


RPP-Related Skills

Perception
Survival
Knowledge/History
Knowledge/Arcana
Knowledge/Geography
Disable Device
Spellcraft
Craft/Artifice

Associated Members

The Acquisitioners


The Collectors

History

Nothing could go wrong with Sir Chorin Deglauss. Or so it was in his early days. Unfortunately, his research attracted one Draken Ulfguar, a man who'd fought his way up through the academic ranks through bribes and dark magic. His heart belonged to Illotha and through her, he began to shadow the works of his fellow academics--including Sir Deglauss. Initially, his only purpose was fame, though it would grow into something darker.

Although the Acquisitioners don't know it, it's through his works that Deglauss became more and more chaotic in his final years. His concoctions spun the man's charisma out of control--and into chaos.

Over time, Draken attracted followers of his own--academians and mages looking for shortcuts to power and academic recognition. Many of them follow Taara or Deimos. What they don't realize, however, is that after Draken died, the organization was passed on to a fellow Illothan. And then another.

It's knives all the way down, with the Acquisitioners, and Elunans in general, in their sights.

Description

They specialize in the theft of powerful objects, with many lusting after both academic and arcane fame. Their means are often subtle, though they're unafraid to harness whatever means necessary. They're generally the opponents of the Acquisitioners and various Elunan groups across the globe.

To the public, the Collectors appear generally as a sort of club for academics and eccentric collectors. The innocuousness of their name lends to this perception. Their true name for themselves is something in Infernal, and rarely spoken--it's said that saying it aloud invokes the chill of an old and wretched artifact. The first one Draken stole, in fact.

Leadership and Areas of Influence

The membership is secretly Illothan-led, a fact that not many of the members know, even in the upper tiers. Most everyone assumes the Taarans have charge of it, given Taara's famous hatred of the Silver Goddess, and its nearly vengeful tactics.

The membership is world-wide, but stretched thin. It concentrates in areas of academic and arcane influence, particularly among those more desperate for a shortcut to power, or fame--through the acquisition of an artifact, or the reknown that comes from publishing about one.

Associated Members

NPC-Only


The Hands of Ithildin

Pcorg hands.png
The Merciful Althean Order of the Hands of Ithildin, or simply The Hands of Ithildin, is a female-only monastic cult of the Temple of Althea. Their primary duty is to venerate Althea through community service, most particularly through the provision of mundane and thereby affordable healing, care and midwifery skills. In particular, through the teaching of these skills to others in poor areas, as a means to uplift that community and its members.

History

There are several theories as to the origin of the Order. Some have aspects of the divine, believing that the first Arma Superius Cassiel Memmius, in life a poor but kindly woman who had died during childbirth, returned to earth from the Elysian city of Ithildin to spread the message of community, healing and the uplifting of the poor. Others have a more mundane explanation, believing it more likely that Cassiel Memmius was the wife of a noble man who became the first patron of the Hands of Ithildin. Ultimately, it is likely that there is some truth to either foundation story.


Role

The Hands of Ithildin are distinct from the general healers of the Temple of Althea in their approach, teaching the importance of mundane healing over miraculous means. Whilst divine favour is not eschewed entirely, often magical means are not available or affordable in impoverished or remote communities; as such, the Hands of Ithildin use mundane medicine, emphasising careful long-term care and herbalism over spells and potions.

This message is also expressed through education. In poor communities, the Hands will often invest much time and effort in training local women in healing, herbalism and midwifery, proving these women with important skills as well as a profession. These folk healers become known as gentis medica (pl. gentium medicae) and are often widely revered within their communities.


Doctrine & Teachings

Doctrine closely matches that of the main body of Althean teaching, but with some differences, which can be summarised through the three main tenets of the faith of the Hands of Ithildin, which are repeated several times daily during individual and group prayer.

  1. What is unnatural, is divine - This is the foundation statement of the faith of the Hands of Ithildin, which states that anything which is not supernatural (not only the gods, but denizens of other planar beings too) must be part of the natural world; this links humanoids to other creatures, emphasising their humility. Conversely, it also states that anything which is not natural must be divine. It is this tenet which calls the nuns into deep reverence not only of Althea, but of all the gods as well as the natural world.
  2. What is natural, is fallible - This simple statement highlights the vulnerability of all living things. The Hands of Ithildin use this as the basis of their tenets - even the strongest things can be injured, or otherwise fail, and so to restore order, they must be healed howsoever they can. It also indicates that even what seems natural can result in failure, and so care must be taken of all living things in all stages of life. It is this tenet which brings the nuns into working as healers, carers and midwives.
  3. As the natural, so the unnatural - This says several things, and is more or less the key tenet of the faith, tying together the first two tenets in saying that the gods can and may die, or otherwise fail. Should this happen, a divine healer's link to her god will be extinguished, and one may have no choice but to rely upon the mundane healing arts. Should the gods of healing fall, then it is likely that healing arts will be in greater demand than ever before required. As such, then, knowledge of herbalism and medicine must be preserved and spread throughout the populous, such that should they be required, the Hands of Ithildin and gentium medicae will be able to administer to the sick, injured and otherwise needy.

The Hands of Ithildin are based upon reasonably loose edicts that cover many aspects of a nun's life, a flexibility reflecting the variability of day-to-day activities of healers, midwives and community teachers. There are some edicts, however, which are based upon the monastic vows of other traditions, which are required to be followed. Some of these are mandatory, and some are optional; all have been developed as part of a lengthy tradition and are carefully controlled. The vows are as follows:

  • Caelibati: the vow of celibacy asks that the Hands and Althea be the first in a nun's life. This extends to ties to a nun's birth family. Upon joining the Hand, the nun rescinds her birth name and takes one given to her by the cult. The nun's principle relationships, then, are her divine bond to Althea, her familial ties to her fellow nuns and superiors, and her universal links to the community. Some cells interpret this to honor the steadfastness between Althea and Daeus.
  • Munditiae: the vow of cleanliness applies not only to a nun's personal hygiene, but also to the purity of her thoughts and deeds. It does not extend to not touching the sick, tainted or deceased, as these clearly form some of the tasks required of a healer; however, it does require several cleansing rituals when bodies are prepared for burial. This vow arose when they noticed that cleanliness reduced the recurrence of diseases.
  • Ieiunii: the vow of fasting does not apply continuously to a nun. If she wishes, she may undertake a period of fasting, but she is required to abstain from all activities in the community at this time to avoid errors and mistakes. At this time she should remain in isolation, focusing on her relationship to the divine, or working in intense study of the mundane healing arts.
  • Pacis: the vow of peace prevents a nun from acting in anger or engaging in violence, except to defend oneself, or those around her. This vow also focuses on inner peace, and on the importance of rest, repose and quiet meditation, which forms an important part of the nun's day-to-day activities. Staff note: While nonviolence is a good goal, a complete pacifist is difficult at best on a DnD game. So, acting in defense is a good interpretation of this vow.
  • Penuriae: the vow of poverty is not always followed by the Hands of Ithildin, and is again an optional part of the nun's vows. This is most frequently undertaken when the nun is embedded in a poor community to provide training to the gentium medicae. In general, nuns are encouraged to avoid the collection of material possessions, and all possessions are technically considered the property of the corpus, and are handed down when elderly nuns pass away. Personal items are also discouraged, especially those which link the nun to her old life.
  • Silentii: the vow of silence is also optional, although this is a part of the hermetic sabbatical year which nuns must undertake as the final year of their training. A nun may undertake other, usually shorter, periods of isolation during their lifetime, but this is not mandatory.
  • Veritatis: the vow of truth is mandatory. Every nun must speak the truth, particularly when it comes to care, healing and training.

If a Hand of Ithildin breaks one of the mandatory vows (Caelibati, Munditiae, Pacis and Veritatis), they risk serious chastisement from her superiors and colleagues, and may be cast out of the order entirely. With the exception of a nun following the vow of Silentii during her sabbatical, the breaking of the elective vows is not viewed with such seriousness.

When the Hands of Ithildin train new lay members in the mundane healing arts (the gentium medicae), they also instruct them in some of the Ithildinis doctrine, but certainly not all. Additionally, a gentis medica is not required to follow any vows.


Organization & Nomenclature

When a woman joins the Hands of Ithildin, she becomes a manus minor (pl. manūs minōrēs), a 'minor hand', who undertakes training beneath more experienced nuns. Usually a manus minor is brought to the Order at her coming of age; training typically takes approximately 7 years. The penultimate year is spent in the community, providing care alongside other healers, and the final year is a hermetic sabbatical. Manūs minōrēs wear simple blue robes, without adornment or holy symbols, to distinguish them from other members of the Order

After the final year of a training, a nun is brought fully into the Order in a ceremony when her robes are exchanged for ones with silver piping at the hems, and with a deep blue image of the Evening Star Telmentar at the collar. At this point the nun is known as a manus (pl. manūs), or 'hand', and is able to work fully and independently in the community. A manus is instructed not only to provide healing, but also to teach others in the mundane arts of healing, particularly the poor and needy, as per the edicts of the Order.

Most cities or nations have a branch of the Hands of Ithildin, which are known as a corpus (pl. corpora), or 'body'. Each corpus may have a few dozen manūs and several manūs minōrēs, all under the direction of a single senior nun known as an arma īnferius (pl. arma īnferiōra), or 'lower arm'. Although in a position of power, the cult is somewhat egalitarian, and each manus has an almost equal say in the day-to-day activities of the corpus. An arma īnferius is usually chosen from nuns with a great deal of experience within the community, but the role can be turned down or relinquished at any time.

A council of arma īnferiōra, the corpus mājus, meets occasionally to discuss the general activities of the cult, and to elect an overall leader, somewhat of a spokesperson with the main Temple of Althea. This leader is again only slightly superior to the wishes of the general corpus mājus.

The order slowly seeks to expand itself. A recent foray was made into Am'shere. Though not rejected, the order was not officially permitted, either. Instead, it is locked in discussions with local elders and ultimately, the Empress. Of particular discussion are the vows, which must, they believe, be adapted to the requirements of that people, and their natures. Likewise, how the order changes to fit the tribal and caste system is in thoughtful discussion. Last but not least, any order must be under the guidance of the Empress, and appropriate castes. Yet, they have not said "no."

Daily Activities

The day-to-day activities of a Hand of Ithildin are much less rigid than in other monastic orders, reflecting the flexibility required in the work of a healer, nurse or midwife. However, the general pattern of life for a manus is expected to be similar to the following.

A manus will rise early in the morning in an individual or shared room in the corpus house, typically several hours before a winter's dawn. Early morning activities include ablutions and private prayer, before a simple communal meal is taken at dawn. Following this, there is a period communal prayer and discussion of the day's activity with other manus. Lecturing of manus minores and gentium medicae usually takes place in the morning, usually finishing slightly before lunchtime, which may or may not be taken communally. Many manus treat this as freetime, to follow personal interests.

The afternoon is much more flexible; most manus will undertake community work or training until the early evening, when they will gather for communal prayer and further discussions. Following a large evening meal, the nuns are free to again follow personal interests, although typically remaining within the corpus house. Evensong occurs much later in the evening, with all nuns singing in unison in praise of Althea. Before bed there are evening ablutions and finally, personal prayer.

RPP-Related Skills

Heal
Diplomacy
Profession/Herbalist
Profession/Teacher
Knowledge/Local
Perform/Sing
Knowledge/Religion

Associated Members

Hands of Ithildin


The Iron Book

Pcorg iron book.png
The Iron Book is a low-key organization, devoted to research, smiting, and the thorough elimination of demonic cults from the earth. They eradicate them by force, indirect action, and by crowbar. Although they operate underneath the Temple of Daeus, they employ a variety of faiths and people from varying walks of life. Due to the materials they are exposed to, members are asked to follow a general code to protect themselves from corruption. These tenets are things like protecting the innocent, and although you may learn how demons are summoned, it doesn't mean you should. Without these tenets, many temples would not allow them to operate. For the purposes of sanity, demons refers to both demons and devils.


History

According to their history, the name of this group comes from the acts of an early scholar, who sealed a Book of Hell by encasing it in molten iron. Given demonkind's weakness to the hardy metal, this one act is rumored to have prevented a demon lord's return to Ea's surface, though the lord's name has been lost to history. The success of the scholar's endeavor inspired the Book's creation. In reality, they drew together many separate groups, who had been working towards similar goals, and united them.

Composed of a mixture of the faithful, its original purpose was research, with an aim towards demon-eradication from Ea. As the organization developed, however, it found its true calling in the unearthing and destruction of occult organizations crafted by these beings. These cults are often an evil outsider's foothold to power on the Material Plane, and serve as an access point to souls, power, and the expansion of evil's warfare. Today, that is the group's primary focus.


Role

The Book serves many functions within the Temples. First, it provides a means to eradicate demonkind's mortal power bases. Secondly, it provides a place for nontraditional students: paladins who still hold to the faith's tenets but seek a different means of combat, inquisitors with a more specific demonic focus, and even arcane faithful.

Demonic cults are a messy business and so the Iron Book's membership is diverse in talents. Combating demonic cults is both a creative and physically dangerous process. Members may be involved in research and infiltration, as well as physical eradication or exorcisms. Paladins who follow this organization are typically students of the Ruse of War, and all members are encouraged to study planar interactions. Inquisitors and monks are not infrequent, and wizard members are often scholars of abjuration and wards. Arcanists who serve are asked to be members of the faithful.

The Book delves into dangerous areas and power is seductive; what else led to the fall of Taara's Shadow Children? Actual practice of the arts they study then, is anathema. Without this missive, most temples would not allow them to operate. The order also possesses a number of tenets, to guard against corruption.


Practices and Tenets

Not much is written about the practices of the Book. What is known is below, and written in more general, sweeping statements. Note that specific details may vary from location to location.

Wardmarks: Upon initiation, members are given a way to mark their demonwounds, even when the wounds have been healed over. This is so that the wounds may be studied later, and inspected for lingering or insidious effects. These marks are not always visible unless one knows the counterritual to make them glow, which is trained to temple healers.
Cleansing: The group has some form of cleansing ritual that members are required to undergo before entering and after leaving their working spaces. Such spaces are often walled and warded in the basements of temples.
Oaths: Members take an oath upon entering, to not practice what they learn, as well as to be mindful in revealing the Iron Book's presence. Paladins within the Book take an additional oath, that binds their acts to their faith, as well as more closely with the tenets listed, below.

Given the nature of its enemy, the Iron Book operates by strict tenets, which are adapted and extrapolated from a singular source, a work published shortly after the Daemonic Wars. The work existed under several names, and has since been copied to international archives.* The Book's version of this work states:

  • We are at war with demon and devilkind, and their agents.
  • Our tenets are based on the guidelines of international warfare, and are intended to provide acceptable guidelines for behavior when engaging against demons. These tenets also exist to protect the general population and ourselves.
  • Noncombatants are to be protected and excluded from the effects of engagement as much as possible.
  • Fiends lie. They have had many years to perfect this craft. Therefore, members of the order may not engage in deals with them, and should make others aware of the dangers of doing so.
  • In our pursuit of ridding Ea of demonic influence, we may be exposed to knowledge both corruptive and vile. We are therefore forbidden from using this information in any way which endangers our souls or the trust given to us. This specifically bans members from summoning of demons and devils.
  • Though we fight icons of corruption, we may not become so, ourselves. We must at all times act in good faith, even when our opponent does not. When acting in good faith:
  • Agents may employ certain measures intended to mystify or mislead the enemy, as during war the enemy is expected to take measures to protect himself. These measures include using spies and secret agents, encouraging defection or insurrection among the enemy civilian population, or inducing the enemy's soldiers to desert, surrender, or rebel. We may apply legitimate ruses such as: surprises; ambushes; feigning attacks, retreats or flights; simulating quiet and inactivity; use of small forces to simulate large units; transmitting false or misleading messages; deception of the enemy by bogus orders purporting to have been issued by the enemy commanders; making use of the enemy's signals and passwords; pretending to communicate with troops or reinforcements which have no existence; deceptive supply movements; deliberate planting of false information; use of spies and secret agents; moving landmarks; putting up dummy defenses; removing unit identifications from uniforms; use of signal deceptive measures; and limited psychological warfare activities. We are permitted to deceive the enemy through stratagems and ruses of war intended to mislead him, to deter him from taking action, or to induce him to act recklessly.
  • Agents should honor established symbols of good faith. It is forbidden to misuse the flag of truce, acts of surrender, healer's tents, or similar symbology and established international methods.
  • Agents' actions and ruses should not harm the helpless, and may not involve food or drink, objects of noted art or a sacred nature, or the violating of temples (although temples dedicated to torture and other evils may suffer to be destroyed, or cleansed).
  • Agents should act with mercy towards the victims of demons, recognizing that the persuasion, lies, and deceit capabilities of demons has been honed for millennia, and is a force few are prepared to deal with.
  • The temples place their trust in us. We must honor our word whenever possible, unless it violates one of these tenets. We should not engage in acts of treachery or perfidy.

The above rules apply to warfare against the enemy and provide guidelines for behavior. They are intended to serve as protection for the agent against the enemy's corruption. These tenets are taken on top of those associated with the Daeusite and other temples.

* The real-life source for many of the tenets is the Ruse of War, as published on the Red Cross website.

Leadership and Areas of Influence

The organization itself reports generally to the Daeusite temple structure, and its official head is a Navosian monk. Her best friend and assistant is a sorcerer marked by demonic taint and student of the Temples. Her friend's condition actually spurred the monk's interest in the subject, with the goal of one day curing these sorts of taints. This sorcerer herself is in actuality a friend of Madame Gelfure, who eyes the friendship with amusement and some worry.

The Iron Book is a secretive organization, devoted to research and the thorough elimination of demonic cults from the earth--eradicating them by force, indirect action, and by crowbar. There are few formal gatherings, if any, and knowledge of it is more rumor than fact (it's not something brought up in casual conversation); it is unheard of outside of the Temples. Most of its "organizing" actually takes place via oversight--through the Sunguards. This was developed early on as a safeguard, which means the order is essentially powerless. Too, they would hide their resources from the dangerous creatures they hunt.

The Iron Book tends to operate in temple basements that have been warded for its purpose. One is located beneath the Temple of Daeus in Alexandria. The Temple of Eluna tends not to host them, as the number of dangerous artifacts would prove too tempting for the forces the Book studies.

RPP-Related Skills

Knowledge/The Planes
Knowledge/Military Theory
Knowledge/Religion
Knowledge/Arcana
Knowledge/Local
Sense Motive
Bluff


Extras

Associated Members

The Iron Book


The Knights of Happy Valley

Despite Happy Valley's success through both its silver mines and its members creative (and determined) use of those mines, it too has faced the rocky sea of a changed world. Within the Valley, there are some that are not happy with the reliance on outside factors to protect themselves.

History

Renard Torchwhistle, an older gnomish gentleman, veteran of the Sendor war, and proud resident of the Valley, saw an opportunity and a cause. Inspired by the cavalier movement sweeping Alexandria and true to gnomish fashion--he gathered a group of like-minded gnomes. Together, they have adapted this tradition towards their own goals.


Leadership and Influence

Renard is a crusty old gnome who was wounded in some of the most brutal fighting of the Sendor war and for whom any tactic or strategy is a valid choice in the defense of his people. He is best recognized for his long thin mustache and exaggerated, traditionally gnomish accent. Although, a good portion of people, gnomes included, think of him as a has-been hero whose too paranoid and just wants to relive his glory days, he is nonetheless capable...just crusty. And, the elders whisper, lacking a true Rival for his efforts.

The Knights themselves are a loose militia, formed of individuals of all walks of life in the Valley. Although they number only in the few dozen, these knights-in-the-making have come together in an effort to defend their home and what they view as gnomish values--of creativity, determination, and dedication!

Likewise, Renard has recognized that the safety of the valley is closely based on the protection of Alexandria. The organization encourages its younger members to join with Alexandrian guilds not only for practice but as a way to actively fight the evil that might threaten the Valley.

Thus, the Knights were born.

Meetings often take place in barns, living rooms or homes. At the moment, there is no formal structure or really any money available to the Knights other than what they bring. In fact, most of its members are equipped with the tools of their professions that they have shaped into weapons. The more serious members though often invest in some armor and proper weapons; a thief would fare poorly trying to steal from their residence! Their hodge-podge nature has however, developed some truly 'interesteng' talents among them--ones that would not be expected within a normal knights' organization.

The primary purpose of the Knights of Happy Valley are to fight for justice and freedom for all gnomekind, especially those of Happy Valley. Although any citizen of Happy Valley, not just gnomes would fall under their protection. Woe to any who would insult Happy Valley around one of the knights, they just might find out just how far a fierce and determined gnome can shove a shoe up their backside.

To be a member one simply has to be from the Valley, all skills and talent levels are accepted. A patriotic love of Happy Valley is the only requirement.


RPP-Related Skills

Knowledge/nobility
Diplomacy
Knowledge/Local
Knowledge/Military Theory
Knowledge/Geography
Perform/Dance
Perform/Oratory

Associated Members

The Knights of Happy Valley


The Morduzumite Inquisition

Freshly formed in light of the revelation of a new passage to the ancient Khazad kingdom of Morduzum, the Morduzumite Inquisition is led by a council. Its membership is a collection of artificers, priests, and trusted adventurers meant not only to monitor the flow of traffic from the surface into the ruins, but help the Reosian priesthood in sanitizing of any technology or artifacts brought up from the depths. They also provide reporting to the local Council and Watch of the beneath activities. Politically speaking, a minor ambassador from Dun Mordin sits the council, though many Alexandrians view this as an unwelcome incursion.


History

Not long ago, noted Khazadi historical scholar and priest of Reos, Hurdrizh Silverarm, began to speak to certain members of the order in Dun Mordren about his belief that--thanks to events coming out of Alexandria--an entrance to Morduzum might well be close to being unearthed. This accelerated when the Hall of Artificers rose on its legs for no apparent reason, but Silverarm, possessed of a number of enemies, was actively suppressed by these rivals in the priesthood. It was not until very recently, when elements of the Reosian priesthood in Alexandria working with adventurers and members of the Enclave of Engineers to investigate the truth behind the sudden animation of the Hall, that Silverarm was vindicated. Tunnels into the dark were revealed, and artifacts from Morduzum discovered just under the service.

To this end, Silverarm moved quickly to speak with senior elements of the Reosian priesthood, and found himself amid a hotbed of political rivalries. The Hall of Artificers scrambled to maintain control of the situation, while the City Watch and Council demanded reporting. As if this were not enough, Dun Morden itself became something of an issue, with old interests and factions beginning to sniff around. Alexandros, fiercely independent, naturally resented this influence.

A band of adventurers meanwhile, began to organize a means to monitor creatures coming from the underdepths. Working in conjunction with the priesthood of the temple within the Hall of Artifice, Enginebreaker Fazahd Masterbuilder had already taken it upon himself to form the core of a full-on Inquisition to investigate and begin to monitor the underground passages and those who sought to explore them. Without official sanction from the priesthood, funding, and greater support, this Inquisition would have been doomed to fail, but Masterbuilder was savvy enough to fall in under the council's leadership. In turn, Silverarm found himself inspired by their bravery, and disgusted by his own countrymen's greed. He promptly resigned his Dun Morden citizenship and swore to Alexandria.

Since then, Silverarm has become the council lead of the recently formed Morduzumite Inquisition, with the addition of fellow councilmembers from the Hall, the city itself, and a rotating council seat allowed to Dun Morden. The Dun Morden one was deliberately chosen by Silverarm, allowing factions among the khazad influence--but as a means for force them to fight amongst themselves. He knew his countrymen.

Silverarm himself serves as both a leader and diplomat, though some doubt his dedication to Alexandros, given his former citizenship. One could say he is simply glad others are listening, and to have such enthusiasm for the protection of Alexandria's citizens.

Along with local Reosoans, those of the Serriel, Althea and Daeus faiths might be interested in the agency.


Leadership and Areas of Influence

The Morduzumite Inquisition is directed by a council of four, including Silvarm, himself. One belongs politically to Dun Morden, which is a rotating councilship. The others represent the City Watch and Council, as well as the local Hall of Artificers. This body will coordinate the large-scale operations of the Inquistion as it grows. The council receives regular inquiries by the Reosian Temple on its progress, as well as the Artificer's Hall, itself, as elements struggle to fall into place. They have a long way to go.

The Inquisition is focused on, and based in, Alexandria. However, certain fringe groups in Dun Morden may cast an unwelcome interest. The group has unnamed allies as well, in the Mythwood--as the llyranesi have long stood guard over a similar rift.

The Adventurer's Guild looks to be a longtime ally, as a means to regularly 'cleanse' the Hall's bowels.


RPP-Related Skills

Craft/Artifice
Knowledge/History
Knowledge/Religion
Knowledge/Dungeoneering
Knowledge/Geography
Spellcraft
Sense Motive

(Player-Made Orgs tend to have 7--do the above work? Do they need to change?)

Associated Members

Morduzumite Inquisition

The Shining Chalice

Pcorg chalice.gif
The Shining Chalice grew originally from a band of eccentric, though minor nobility during s routine "seance." They believe that the true path to understanding magic is to make it part of one's blood. To this end, they value sorcerous bloodlines and innate magics, as well as those granted by Aspects, as both desirable and important to the practice of magic. To employ magic via pages or artifice is to create a barrier between yourself and the Source. Members seek to better understand the power of their blood, and the symbology of the Ways of the Stars and Moon. Many within the greater magic community view them as eccentrics, and while tolerated, they do not hold positions within many wizarding halls. Instead, they achieve their funds through the hosting of salons, and proported fortune-reading abilities, and seances.

History

Begun as an informal salon among friends, the Chalice began to delve into the mysteries of mana first as a curiosity, then as a means to host seances and fortune-sessions. What was initially taken as a social endeavor quickly grew more serious when some of its members began to manifest Aspects. The Chalice has became known over time for its fortune-reading abilities, and its dedication to understanding the night heavens. Accordingly, it grew in size and began attracting like-minded individuals. It became a full organization, though one of narrow focus.

Considered eccentric even for Elunans, the Chalice's membership focuses on better understanding the Ways of the Stars and Moon, and what they have to say to the world, below. Many members believe they are gifted in this understanding because of their blood. In this way, they mix their scholarship with a wont to understand themselves.


Leadership and Areas of Influence

The Chalice is led by Julica, a distant cousin of Gelfure. Though the two are rumored to have grown up together, they were often at odds due to their personality and interests. Julica is more bookish, and while she admired her cousin's keen mind, she felt it wasted by extraneous pursuits. Nevertheless, she seems to possess some of her cousin's social capabilities, which has lead the Chalice in just stead.

The Chalice has loose ties to both the Arcanists and the Temple of Eluna. They possess an unusual friendship with a myriad of lower noble houses, and artistic eccentrics and creative minds. They don't always get along with the Arcanists, given the anti-wizard views among them, though the two groups are sometimes mutually beneficial to one another.

They gain funding by providing salons to interested merchants and nobility--helping them understand just what their future may hold. They may hold salons or for a fee, add interest to a noble's soiree. In this way, some of the Chalice have a flair for performance and storytelling.


RPP-Related Skills

Knowledge/Nature
Knowledge/Geography
Knowledge/History
Perform/Oratory
Craft/Bookbinding
Linguistics
Profession/Astrologer

Associated Members

The Shining Chalice


The Society of Gentleman Adventurers

The SGA is a formal organization that was formed by a group of individuals of modest influence, who are concerned with the current and future members of the Guild of Adventurers and other Alexandrian-based groups. The society's purpose, its clean uniform at social events and its leadership's pride in "noble acts," has led some to believe its members are all stuffy and uptight, far too concerned with appearance over actual substance. They often talk the talk but don't always walk the walk, it is said. Others however, appreciate what the organization is striving towards.

Members are also expected to model citizens and be paragons of virtue. Adventurers that appear to conduct themselves to a more noble standard are often approached to be members, as they feel they would make good members of the Society. While an impossible goal to achieve its pursuit is considered of paramount importance.


History

The Society is led by the Council of Five, mostly seasoned, former adventurers, knights and minor nobles--usually the sons and daughters of sons and daughters, who had possessed both drive and reason to be either ambitious, or remember the old days fondly. Their primary concern is the social impact, virtue and bearing of the Adventurers that represent Alexandria and those who have influence on the culture and youth of the city. At the head of the Five is an older gentleman known for his gruffness and rude temper--a temper bound (though barely) by the behavior the society expects.


Leadership and Areas of Influence

Society activities often include debates on the important social issues, workshops on self improvement and debates often on topics related to morality and other complicated issues such as these. Though there is far less consensus than one might expect. A reoccurring subject is debate on practical action versus virtuous action. What is more important? The singular or greater good? Debates are lively to say the least, though it is easy to get them to 'organize' behind a Goodly Cause, and though this unity may not last for long, it can be striking, and cement lasting friendships, besides.

Of course membership also has its perks, since most of its leaders had 'lived the life' at one point or other, among the adventuring community--or had come from a more noble though modest background, being the son of a third son, and so on. (This difference in backgrounds is the source of some strife within the organization, though as more of an undercurrent than something that divides it in two.) Its members are expected to conduct themselves accordingly, regardless of income. As such private ballrooms, catering and other such services are often made available to its members to ensure any events thrown are of an appropriate caliber. In addition members have access to a number of expert stylist and tailors to ensure their outward appearance is appropriate for a person of noble bearing. This includes access to the latest fashion and technology for the dashing knight on the go.

One of its strengths is the reach of its social network, among houses willing to listen. Though most of its council are not high up in rank, they can put an ear out, to those still willing to bend an ear to Justice. It does not guarantee a response--and association with the Society may be considered at times, an anacronism or even embarrassment, but such words stand a chance of being heard.

Paladins can be found within the society, especially those of Seriel, Daeus and Eluna. But anyone who holds themselves to a code of honor of some kind are welcome. Swashbucklers, Cavaliers, Rogues and monks are included among its membership.

RPP-Related Skills

Knowledge/Nobility
Knowledge/Military Theory
Knowledge/Religion
Perform/Oratory
Perform/Dance
Diplomacy
Knowledge/Local

Associated Members

The Society of Gentleman Adventurers


Yours?

Speak up!

Some things we might ask you: What is its niche? Its scope? (a broader niche tends to mean a narrower scope for balance reasons, though this is not always true). Who is the NPC leadership? Does another group oversee them? ...these are just general questions, and may be a place to start.


Character Page Badges

Organization Badge

For a more detailed version for the RPP Exclusive spend, see below.

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Organization PC Badge
Organization: Name of your organization
Role: Your role
Landmarks: What landmarks have you achieved? Are you a mentor? Do you have a squire or assistant?


{{Badge}}
{{Badge-Icon|Scroll_med.png}} 
{{Badge-Content}}
{{Badge-Title|Organization PC Badge}}
{{Badge-Entry|Organization}}Name of your organization
{{Badge-Entry|Role}}Your role
{{Badge-Entry|Landmarks}}What landmarks have you achieved? Are you a mentor? Do you have a squire or assistant?

{{Badge-End}}


Organization Badge with RPP Bonuses

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(RPP) Organization PC Badge
Organization: Name of your organization
Role: Your role
Scholarship: Particular studies you've undertaken or possess exceptional knowledge of, within your organization.
Apprentice: Do you have an apprentice or assistant? If so, describe them.
Other Landmarks: What landmarks have you accomplished as part of your membership? Favors grained or unique training achieved?


{{Badge}}
{{Badge-Icon|Scholar01.jpg}} 
{{Badge-Content}}
{{Badge-Title|(RPP) Organization PC Badge}}
{{Badge-Entry|Organization}}Name of your organization
{{Badge-Entry|Role}}Your role
{{Badge-Entry|Scholarship}}Particular studies you've undertaken or possess exceptional knowledge of, within your organization.
{{Badge-Entry|Apprentice}}Do you have an apprentice or assistant? If so, describe them.
{{Badge-Entry|Other Landmarks}}What landmarks have you accomplished as part of your membership? Favors grained or unique training achieved?

{{Badge-End}}