Organizations of the Heroic
Reading an Organization Entry
|Global||The organization has offices in multiple nations or areas. "Global" here is a relative term, and does not imply centralized control.|
|Localized||The organization is localized. See entry for details. Many Alexandrian-based groups have this feature!|
|NPC||Only for NPCs.|
Organizations of the Heroic
|Acquisitioners Associated Characters|
|Common: Elunite, Vardaman, Inquisitors, Bards, Wizards (abjurers), Rogues, Clerics Locations: Near Elunan Temples|
|Recovery and destruction of dangerous artifacts; a safeguard against artifice's and mana's overreach|
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.
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|
|Knights of Happy Valley Associated Characters|
|Common: Cavaliers, Paladins, Fighters Locations: Happy Valley, Alexandros|
|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.|
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.
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
|Knights of the Lost Crown Associated Characters|
|Common: Cavaliers, fighters, swashbucklers, paladins Locations: Alexandria, Myrddion|
|An order dedicated to the ideals, memory, (and hopeful recovery) of Myrddion's missing king.|
|The Knights of the Lost Crown are a group of knights and honorable warriors dedicated to the ideals and service of the missing king. Some of them joined for other reasons--the notion of preserving Myrrish honor, and the honor of ancient traditions.|
|RPP-Related Skills: Diplomacy, Knowledge/nobility, Knowledge/history, Knowledge/Military Theory, Athletics, Ride, Profession/Stablehand, Handle Animal, Perform/dance, Perform/sing|
|Order Paramount Associated Characters|
|Common: Angorite, Korite, Fighter, Barbarian, Cleric, Cavalier, Swashbuckler Locations: Many cultures|
|An order to contests of strength, the Mountain, and celebration of heroic acts.|
|RPP-Related Skills: Intimidate, Craft/Weaponsmithing, Craft/Leatherworking, Knowledge/Military Theory, Acrobatics, Perform/Oratory, Athletics|
|Society of Dapper Dagger Dames and Gentleman Adventurers Associated Characters|
|Common: Cavaliers, fighters, swashbucklers, inquisitors, paladins Locations: Alexandria|
|An order dedicated to adventure, and the preservation of noble ideals.|
|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.
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.
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.
|RPP-Related Skills: Knowledge/Nobility, Knowledge/Military Theory, Knowledge/Religion, Perform/Oratory, Perform/Dance, Diplomacy, Knowledge/Local|
|Paladin Traditions of Ea Associated Characters|
|Paladins Locations: Many temple orders|
|Most paladins hold a position within their deity's temple, and may find themselves guided by the traditions held within these temples. Sample paladin traditions may be found below. It is also common for paladins to work together across order lines--they are foremost warriors of good and what is good in the world. See individual entry deity pages for titles.|
|Althean Paladin Traditions: Paladins of Althea are often protectors of the weak. They serve often as guards to Althea's good works and as defenders of those who cannot aid themselves. It would be a mistake to call them pacifists. Rather, they are encouraged to be strategic, with both shield and strength.
|RPP-Related Skills: Whatever is flavorful for their temple and tradition.|