Author Topic: Guilds  (Read 4796 times)

Offline Hellcow (Retired)

Guilds
« on: April 23, 2007, 02:28:57 pm »
Overview, more info found in posts below.

Group: The Vernan Council
In Brief: Rangers, Druids and Nature Keepers Guild
DM: Malice
IC Contacts: Callidae Raphael (NPC), Wolf Isilya (NPC)
Wardens: Alistee (NPC), Arnaaluk (PC)
Wardens: Spitter (NPC), Jen Tucker (PC)
Mediator - Chip (NPC)
Wardens: Crystal Leaf (PC), Myrddin Ariandraig (PC).
Status: Active

Group: The Silverfish
In Brief: Thieves' Guild.
DM: PowerMadSquirrel
IC Contacts: Samuel Price and James Castor
Leader: Vincent Penelli
Status: Active
Note: Membership of the Silverfish enables access to the Shadowthief of Amn prestige class

Group: The Soran Mages
In Brief: Wizard's Group
DM: Dynamic
IC Contacts: Xavan Calde, Katherine Frost, Katrina Phalen
Leader: Soros
Status: Active

Group: The Closed Eye
In Brief: Mercenary Guild.
DM: Shaman
IC Contacts: Gareth Norr
Leader: Leinrich Jorsen
Status: Active

Group: The Minstrels
In Brief: Bard Guild.
DM: Socks
IC Contacts: Hal Demko, Lead Minstrel (NPC) Amber Linly, Minstrel (NPC)
Leader: Hal Demko
Status: Active
Note: Membership in the Minstrel enables access to the Minstrel Scout (Harper Agent) PrC.

Group: The Bannermen
In Brief: A group of knights who are sworn to protect the King.
DM: Mongoose
IC Contacts: Lucien Benthennes (Scarlet Manuka/Iron Paws)
Leader: King Roger Farenbaugh the Second, Lord Bannerman Henrich Steel
Status: Active
Note: Membership of the Bannermen enables access to the Neverwinter Nine class

The Thirteenth Circle
In brief: Warlock guild
DM: Chevy
IC Contacts: Eram the Liar, Anya Volk, Minuvas Mephestaus
Leader: Unknown
Status: Active
Note: All warlocks begin guilded in the Circle.

Group: The Holy Order of the Five
In Brief: A group of clergy and other believers who advocate the Five primary Gods.
DM: Hellcow
IC Contacts: Chaplains: Jadana (Dahrun), Lors (ZaoGao), Alexander Matheson (shadowman)
The Guard--Andrey Aldrianno (Thalidus)
Leader: The Chaplains
Status: Active

Group: The Shadow Network
In Brief: Spy Network
DM: Darg
IC Contacts: ?
Leader: ?
Status: Active

Retired from SoH - busy developing your future.
Beta: Siff Elkirsdottir
IB: Phae, Thyra Volsk
EM: Loke Galston, Gitte Lacke
SOH: Bartok Sibyl Crane, Hawa Ogughade, Abigail Wilkins

Quote from: DM Misfit
But anyhow rambling about my former sex life aside...

Offline Hellcow (Retired)

Re: OOC List of Guilds
« Reply #1 on: April 23, 2007, 03:16:25 pm »
The Vernan Council

History
After working together for years on end as semi-seperate entities, the Order of Oroborus and the Norvandan Rangers came to blows about a variety of disputes on how things were to be dealt with. The end result was that both sides were weakened due to this internal dispute. In the year 50 AF of the Haldun Calendar the Vernan Council was brought into existence to avoid such a thing from happening again.

Organisation
The Vernan Council is being led by a Triumvirate, three people who each represent three facets of the organisation. They bear the following titles:
  • Callidae  – Representative of the Order of Oroborus living on Santiri.
  • The Wolf  – Leader of the Norvandan Rangers who are housed at the Herathos Vale.
  • Mediator  – An Emissary that works with and in between the two other organizations.
Each member of the Triumvirate is supported by two “Wardens”, who are expected to act as mentor, and ambassador of each faction in case neither Callidae, Wolf or Mediator are available.

Current Positions
Callidae - Raphael
Wardens: Alistee (NPC), Arnaaluk (PC)
Wolf - Isilya
Wardens: Spitter (NPC), Jen Tucker (PC)
Mediator - Chip
Wardens: Crystal Leaf (PC), Myrddin Ariandraig (PC).

Governing
It should be noted that the Triumvirate will respond only in the matters that concerns the entire Council. Therefore the majority of hierarchical responsibilities will be governed by the Wardens. The Wardens are expected to cooperate with each other and the other Norvandans/Rangers and council to the Triumvirate if required.

For more urgent, severe or pressing issues where overruling decisions, or disagreements between the Hearth and Santiri are concerned, the Triumvirate or Mediator (and his/her Wardens) in particular can decide on the course of action, once a ruling has been made at this level, though, the matter is to be considered settled.

Deciding Affiliation
There are two organisations, and as such both potential Rangers or Augur will have the freedom to choose to whom they wish to become affiliated. After making this decision, the potential member must then undertake whatever manner of testing or inauguration is demanded by their station.
After fulfilling the requirements they will then be considered a Norvandan or Augur. However, this does not limit a member's freedom. A Norvandan is allowed to approach the Callidae just as freely as an Augur may approach the Wolf, or the Mediator.

Responsibilities
The responsibilities of the Vernan Council encompasses all of the duties that both the Norvandan Rangers and the Order of Oroborus have been tending to for the duration of their existence. Though the interpretation of these responsibilities is still up for debate, ultimately it is up to the Augur or Ranger who they will perform their duties.

  • Upholding the principles that are found in the Tenets of Preservation
  • Providing protection against and protection for the Lands when it is required
  • Meddle in any occurring issues involving Nature.

Retired from SoH - busy developing your future.
Beta: Siff Elkirsdottir
IB: Phae, Thyra Volsk
EM: Loke Galston, Gitte Lacke
SOH: Bartok Sibyl Crane, Hawa Ogughade, Abigail Wilkins

Quote from: DM Misfit
But anyhow rambling about my former sex life aside...

Offline Hellcow (Retired)

Re: OOC List of Guilds
« Reply #2 on: April 23, 2007, 03:18:33 pm »
Quote from: Guild Info
The Druids of the Isle Of Santiri have served for centuries as guardians and caretakers of the natural order.  Working closely with the Norvandan Rangers, the Order Of Orobourus have often been sought for their wisdom and advice.

They represent a great power and seat of knowledge of farming, the seasons, cultivation of crops and livestock.  Efficient and methodical, they introduced means of crop rotation to the Goraz Orcs of Mok'Tar, advised the Otere on how not to over-hunt species and continue to offer aid to almost anyone who requests it.

The Order, known to most non-Druids as Augur, are not mere sages and advisors, however.  They dutifully work to maintain the natural ecosystems behind the scenes.  Only members of the Order truly know what tasks are performed aside from the dramatic seasonal rituals and festivals throughout the year.  It is generally understood, however, that without the tireless work of the Druids, harvests would fail, the lands could die and many natural resources could be drained.  Despite their reluctance to enter into racial or settlement politics of any kind, their advice and work is respected by most.

The Order Of Orobourus

Requirements:
- Your Augur character must be your main character
- Must have at least 1 Druid level, however more will be useful though not essential.
- The Prestige Class Stormlord may only be acquired through this guild.
- Stormlord guild members must have a higher level in Stormlord OR Druid classes than any other class.
- Regarding Stormlord AugurL: There is a substantial RP component to gaining the PrC, it is not a given with joining the Augur and there is a requirement to show responsibility and dedication ICly to the Augur.

Members will be tasked with specific responsibilities, according to whichever roles are needed.  Frequently these roles change or adapt to meet the demands of the cycles of nature.  Sometimes, a Druid may spend a year perfecting one task, only to be asked to do the opposite, undoing the previous work.  Generally the Druids have an amount of freedom, each tending to their particular areas, yet when necessary, the Four Seasonal Heads (Callidae) may put forward a motion to have chosen Druids undertake particular tasks.
 
Due to the extremely Neutral alignment of Druids, the hierarchy is rather confusing, as is the ascension of promotion.  No Druid controls the actions of any others, nor do they have any specific authority.  The four main Druids simply attempt to keep their "domain" in a state of equilibrium.  If they need to call on others to accomplish this they will, and they will be can be forceful about it if necessary.

Despite the apparent lack of an organised, disciplined hierarchy, the Druids achieve their ends simply through one key mindset; that is, a common purpose and goal.  Any within the order found to upset the harmony or push "against the grain" too much will be relieved of their position and in extreme cases, banished forever from Santiri.
 
While the Druids are generally open and non-judgemental, once their wrath is incurred, they are formidable foes and will band together against threats to protect all that is sacred to their ways and beliefs.

Leadership
The Druids do not have ranks or leaders as such, however, there are four Callidaes which have mastery over the seasons and responsibilities which come with each position.  There are always four Callidaes, one per season.  When a position is vacated or a current mortal lifetime ends, suitable replacements are chosen by the remaining Callidaes in a unique ritual.  Of the four Callidaes, there are always two male and two female. During a particular season, the relevant Callidae has power of goverance and may assign tasks and roles to the Order as necessary to maintain the natural way.  This is the only instance in which any druid can and will ever impart any form of leadership and tasking over any other.  At any time, however, the Augur should be available to impart wisdom and advice based on the principle of the Preservation of The Natural Order.

Current Druid 'Callidaes'
Fern Dallow- Hierophant Of The Dusk (Winter)
Fern is a welcoming and friendly human.
Alistee Sh'Elerithan�e - Ovate of Rebirth (Spring)
This comely, energetic Elf is flirtatious, bubbly, and extremely confident.
Barley McHedden - The Horned Hunter (Summer)
Barley is a stocky and gruff Otere.
Morgwynn Moonwych - Mistress Of The Falling (Autumn)
Morgwynn is a middle-aged human and a dark and mysterious character.

The Preservation Of The Natural Order
The basic "commandments" by which the Order has always based its principles:

1. No natural species, plant or animal is to be rendered extinct.
2. Overfarming, Overhunting, Overmining or Overforesting is to be advised against. If it still continues, it must be stopped
3. Death and Life should not be tampered with or affected, unless reversing such acts that have been caused unnaturally.
4. Politics have no place in nature and should be avoided unless they in any way affect any of the other points in this list.
5. Knowledge of how to maintain the Natural Order should always be given if requested by the trustworthy. Through teaching and learning, this knowledge will spread.
6. Actions of The Augur affect and reflect on the Order as a whole and as outsiders view such, so shall we.
7. We have no enemies. We have no Allies. We have each other and The Natural Order.
8. Abuse of Powers granted to and by the Order is akin to abuse of the Order and of Nature itself. This also includes wilfully enforcing unnatural situations or affects on the unwitting or helpless unless to further support the principles of the Order.
9. Any within the Order That breach these principles will be punished by the Callidae. None are above the Tenets. Any outside the Order That breach these principles will be dealt with as decided by the Callidae, acccording to circumstance.
10. Those banished from the Isle or visitors may face hostility if they attempt to land without making their presence and intent clear and known.


Quote from: Guild Info
The King�s Bannermen

Legacy: Unknown � it originates from the aristocracy of old Haldun.
Members: 400+
Dictum: �A Claw for the King� � Lion motto, �Principles to die for� � Eagle motto, �Bearskins are never stolen easily� � Bear motto, �Words worth a King� � Fox motto.
Guild symbol:

Leader: Lord Bannerman Henrich Steel
The Lord Bannerman Henrich Steel was the steward of Lord Barran Hart before Lord Hart died. Henrich Steel has a stern and unrelenting appearance. He rarely looks otherwise than he wishes it. His armour is spotless unless, of course, he has been in battle where he often gets very gory (and not with his own blood).

Like his appearance he is stern and strict. When it comes to justice, his is often unrelentless and cold, but never unfair. When he needs to be diplomatic, he can be diplomatic (though rarely with smiles), but he is inevitably a warrior and has the bearing of one. He is not fond of cryptic answers, preferring the blunt and honest. Henrich Steel will rarely lie, and if he is cornered where the options are between lying and silence, he will choose silence more often than not. He is dedicated and when it comes to matters of battle - inspiring. He is not one you wish angry.

The Steel family has always been much like that which they are named after; rigid, yet sharp.

General Information:
The King�s Bannermen, or just the Bannermen, are a group of loyalist guards of the King � or, in this case, the Prince. In the past, �Bannerman�, was the name used for the lords and counts of Haldun who held and protected different parts of the land. This power was bestowed upon them from the King, in return for taxes and armies. However, when the old kingdom fell, so did this aristocratic monarchy. Under the leadership of the last actual Lord of the old kingdom, knights from the old world gathered around their liege lord and formed and became the King�s Bannermen: a group honourbound to protect their liege with their life and honour.

They hold to certain principles, these bannermen of the monarchic regent, which they simply call: �the Code�. Though, within this code there are different personalities. Some are aggressive and honest, while others are idealistical. They are protective, and feriously so, and others are more passive and diplomatic. What they all have in common, is their Code and their dedication to their prince regent. The Bannermen consist of Foxes and Bears, Lions and Eagles: the four crests of the Bannermen depicting the four major personalities of the royalists.

Bannerman Principles:
The Code is, on some points, subject to relativism, and isn't adheered to as strictly as other points. Where such a point as "Conduct yourself with honor" is more of a guideline than "Never betray your King". Honor can be very vague and can be regarded from different aspects. Therefore, acting dishonorably is, many times, acting dishonorably in the face of the mayority, in which case the Lord Bannerman will take action. Betraying the King is not so much subject to oppinion, and therefore is less of a guideline and more of a command. The Code consists of the following points:

1: Never Betray thine King.

2: Never Betray thine Kin (this has been understood as the fellow Knights, rahter than bloodkin).

3. Safeguard the People.

4. Be Just and Righteous in thine actions.

5. Be Loyal and Vigilant, for evil and corruption lurks.

6. Conduct thyself with Honour.


The Six points of the Code are held to, vigorously by the Knights. If a Knight breaks the Code on one or more of the six points, it is up to the Lord Bannerman to judge how the Knight shall be punished.

OOC Information:
- Your Bannerman guild character must be your primary character
- Characters with 'Sneak Attack' are looked upon with suspicion by the Bannerman, though it is tolerated.  Characters with 'Death Attack' are highly frowned upon.  Membership for characters with these feats is considered on a case by case basis.
- The guild is for for Neutral and Lawful characters only
- You must be a member of the Bannermen to obtain the Neverwinter Nine prestige class.

Retired from SoH - busy developing your future.
Beta: Siff Elkirsdottir
IB: Phae, Thyra Volsk
EM: Loke Galston, Gitte Lacke
SOH: Bartok Sibyl Crane, Hawa Ogughade, Abigail Wilkins

Quote from: DM Misfit
But anyhow rambling about my former sex life aside...

Offline Hellcow (Retired)

Re: OOC List of Guilds
« Reply #3 on: April 23, 2007, 03:19:13 pm »
Originally posted by Eggplant, modified by Shaman.

The Closed Eye



DM: Shaman

Legacy: 37 Years.

Origin: Formed in the New Haldun

Members: 27 (NPCs)

Current Employer: Between jobs

Contract: None

Dictum: 'Loyalty above Life', though a common term amongst members is 'Get the Job Done'

Standard: Closed Eye insignia over an iron gate.



Founder: Jerryl Tomsbanner

A man in his early twenties the time he arrived in Haldun, Jerryl is the one who laid down the groundwork for what the Closed Eye was to become today. A skilled man at both war and at negotiations, he made an exceptional leader. He chose the name 'Closed Eye' to represent the complete confidentiality he would have with those who hired him. He would always be blind to the consequences of his contracts, regardless of his own morality.

It is rumored he held a position of some authority in the Old Haldun military, though these rumours seem to be unfounded. He died to the hands of a much younger man when a job went awry three years ago, at the tender age of 72.

  • Captain: Leinrich Jorsen

    A tall man and muscular though not too broad of shoulder in his later twenties, Leinrich is known as man whose word you can trust with the belief that a handshake is a legally binding contract. His hair is usually messy and unkempt as the nature of his job leaves him with little time or inclination to tidy it up. Leinrich took over from Jerryl after his death. Although thought to be too young to be leading the company by some, he was his predecessor's favourite amongst the group, Jerryl praising the young man and endorsing his leadership with his dying words. Since getting his position Leinrich has proven his worth, allowing the company to grow in reputation and power.

    He will often train new members of the company personally and make the company hierarchy apparent before going through the motions of training.  He seems to favour no particular weapon himself and encourages such 'diversity' amongst the fresh recruits. For a fee Leinrich will also train people outside of the company and seems to find contentment in sharing his military knowledge with others.

    More recently Leinrich's role within the Eye has been suspended after his capture by the Veritas cult, who enacted all manner of torture on the man before he was able to be rescued by The Eye's other members.  It's not known exactly how deep the emotional scars run but with the physical ones being so grievous, he is not expected to take the helm any time soon.  Gareth Norr's acting as a stand in until such a time (if ever) that Leinrich feels he is ready again.
  • Paymaster: Holgus Dranghar

    A bald dwarf with a trimmed beard, Holgus has a very good head for numbers and a love of breaking in (or  perhaps just breaking) new recruits.
  • Deal Maker: Aesailin Leimtyrell

    Gifted with a silver tongue and an ethreal beauty, she takes to Leinrich's newly created position like a fish to water. Rarely in uniform and usually more concerned about her looks than holding a blade, she remains an essential member of the company none the less.

General Information
:

Originally built from a band of soldiers that fought in the wars and fled with the other Haldunites to the new lands, the founding members of the Closed Eye sought an income as mercenaries. The soldiers soon recruited other talented individuals and performed various tasks such as reconnaissance of the lands and even some menial laboring for the construction of the settlements. With the founding of the Trade houses, however, the flow of wealth was realized and the group made it official as a recognized guild. Offering training and employment with promises of steady payment.

The legacy of the founder still lives on, and all members are required to swear absolute fealty to the guild's contractual design. This includes no discussion of its business with non-guild members, and a requirement not to take employment from any other. The main source for guild contracts has been the trade houses, although any wealthy individual or party may procure their services. Only one member of the guild, known as the 'Deal maker’ can agree to contracts, and usually, this person is the only one, aside from the Guild Master who knows the full details. Customer confidentiality is upheld and the contract, once agreed, will become the sole objective of the guild members assigned to the task.

Members of the Closed Eye tend to be a very mish mash band of individuals, despite their similar looking uniforms. Given their past as Haldun was first beginning, they have a variety of people working under their banner with a broad range of skills. Although a passing knowledge of how to defend yourself is needed, beyond that the Closed Eye will welcome anyone who can add to their skill base. The Closed Eye are commonly hired out by a variety of individuals because of this broad variety of skills, as they are seemingly capable of handling any contract that is given them by using the right people for the right job.

It is perhaps because of this variety that the Closed Eye are also the most diverse racially of mercenary companies, having at least one member from every race being a member of the group.

Due to the way that jobs are assigned, the command structure of the Closed Eye is looser than a regular military outfit. There are trainees at the bottom rung, who are not true members but more members of the general public who receive regular training from Leinrich. Above them are the full members, who do most of the day to day tasks within the company and are the main body of people within the Closed Eye. Above them are the four Sergeants, who lead special missions and tasks. The Sergeants do not have pre-assigned squads; instead they use whatever men are assigned to them by Leinrich during a mission. This technique would not work in a large organization, but the Closed Eye all know one another well enough already without the need for squads to bond. Above the Sergeants is the Paymaster, who looks over all accounts and dealings, making sure the expense and risk of a job is worth the money offered in the contract. Above the Paymaster is the Captain himself, who looks over all business in the company. The Dealmaker is outside the usual rank structure, though is commonly thought of as being the same rank as a sergeant.

Members are free to leave the guild, although only when any current contracts they have partaken are complete, and they are still bound not to disclose information regarding the guild's previous customers/affairs. Should someone be caught breaking this agreement, the Closed Eye show little mercy.

Once a member has left the guild, they will not be re-accepted again.

OOC Guidelines

-Alignment: Non-Chaotic (exceptions may be made)
-Must have the Martial weapons proficiency feat, though there is no restriction on class

Retired from SoH - busy developing your future.
Beta: Siff Elkirsdottir
IB: Phae, Thyra Volsk
EM: Loke Galston, Gitte Lacke
SOH: Bartok Sibyl Crane, Hawa Ogughade, Abigail Wilkins

Quote from: DM Misfit
But anyhow rambling about my former sex life aside...

Offline Jessican

Re: Guilds: The Minstrels
« Reply #4 on: May 23, 2007, 07:06:20 pm »
Quote


Name: The Minstrels
Guild DM: Socks

Legacy: The Minstrels have existed for over nine centuries.
Origin: "Old" Haldun

NPC Members: 16.

Working for: The Minstrels do not technically work for anyone as they dedicate themselves to knowledge and entertaining all the people. They receive funding from all of the Trading Houses, but since Syranny Turas took over House Turas they have become the contributor financially to the Minstrels.

Leader: Lead Minstrel Hal Demko
Dictum: ‘The greatest treasure in all the world is knowledge.’

There are many bards amongst the people of New Haldun. These Song makers and storytellers live to see a smiling audience. Their own enjoyment comes from providing moments of entertainment for their neighbors who have struggled hard to build New Haldun. Among these bards are the elite. The Minstrels.

Centuries ago the word minstrel was interchangeable with the words bard and singer. Then came the Minstrels and ever since the word has been used solely in reference to a member of this elite group of bards.

They are known for their joyous songs, wondrous tales, and interest in history. The Minstrels live by three core principles.

‘Talent, presentation, and material are only half of the show. A Minstrel knows that the other half of the show is listening. Listening to your audience and those around you.’ --- Lead Minstrel Hal Demko

The second principle ‘Behind every smile is a song.’ --- Lead Minstrel Hal Demko

‘The greatest treasure in all the world is knowledge.’ --- Lead Minstrel Hal Demko

The Minstrels believe that listening is just as important a skill to a performer as a good voice or the ability to play an instrument. When performing the best listen to their audience and make changes to fit the mood of the crowd. When observing events in order to record them for history it is much easier to record said events when your own lips are not constantly moving. This does not mean that they have hands off approach to life, but merely that it is easier to get the details of something right if you are not spreading yourself too thin.

The second principle is the core of the Minstrels’ life. Bringing joy to those around them.

The Minstrels have been a part of Haldun for centuries, even having members amongst the very kingdoms that allied with Soros to bring down Haldun. Once respected and sought after for their legendary skills as performers and historians, the Minstrels found life difficult in New Haldun. There were a small number of people who thought the Minstrels had passed critical information to their enemies thus facilitating the fall of Haldun. There was never any proof of this, in fact quite the opposite. It was the Minstrels who tried the hardest to bring peace, of which there was plenty of evidence.

The third principle is perhaps the main reason the Minstrels and persevered as a group, even through the fall of the old kingdom. They seek to maintain history so that knowledge is not lost. This principle is also what led to the forming of the school in which the Minstrels teach the younger members of the Trading Houses.

The biggest problem the Minstrels, in fact all bards, faced in the early days of New Haldun was the sentiment summed up nicely by Lord Taes Delriso the senior. From the Archives of the Minstrels of New Haldun:

“We’ve not got the time for songs and dance. We’re in a fight for our lives here just as much as when Haldun fell around us. Our weapons may be shovels, picks, and hammers but the fight is the same and I’ll not have any of my men wasting precious daylight dancing to the music of someone unable to do real work….After Dark? Night time is for sleeping not for partying. We’re not on vacation here. This is life and death. We need food, shelter, and basic necessities. Singing and dancing do not build buildings or fill stomachs. Now be gone, my men and I have to get this wall in place by night fall so we can begin on the roof in the morn.” --- Taes Delriso quoted in the journal of Amber Brotcian, Lead Minstrel in an entry dated two and a half  years after the fall of Haldun.

Many of the refugees, especially those of the trading houses, thought the Minstrels weak and a burden in those early years of the settlement. They did not understand the effect the Minstrels work could have on the people who spent their days toiling to build the settlement and carve a life out of this foreign land. They felt there was no time for music and stories, they were in a fight for survival and every hand should be helping out.

In response the Minstrels became less blatant about their work. Most aided in the work being done during the day, only to spend the times around the cook fires at night singing. By agreement amongst themselves the Minstrels would always stop their songs at a set time so that their audience would be sure to get the sleep they needed to get up at dawn and begin again. They also quietly encouraged the bards not with the Minstrels to do the same. Holidays became the only times the Minstrels would perform with fanfare during daylight. Telling stories and singing songs so that people would not forget their roots in Haldun and so that these hard working and tired people could find a smile or two. Mostly though, the Minstrels spent the early years in New Haldun aiding in the work and recording what they saw.

Nine years after the Founding of Haldun Houses Balaney and Turas approached Lead Minstrel Amber Brotcian. They had found a solution to the problems being faced by the Minstrels that would also solve a problem the Houses would all soon be facing. They approached the Minstrels for the task as it would allow the group to maintain their core values while contributing to the future of Haldun. With funding initially from the two houses, and later from all six houses, a school was started in which the Minstrels teach the younger members of all the Trading Houses in the areas of literature, history, and basic skills like math and reading.

To this day there are many in the settlement who seem to have little time for music and stories. Though with the recent boom in exploration around the settlement and the generally accepted belief that Haldun is now a viable, defendable, and stable settlement the Minstrels have started to return to their old ways. The Minstrels of today embrace the ideals of the Minstrels that came before while accepting the challenge of trying to bring smiles to the faces of the very people that would rather all bards remain silent.

While it is true that many of the Minstrels are trained in combat and have aided in the defense of the settlement, the Minstrels would prefer to solve problems with diplomacy and smiles.


Purpose: To entertain, raise spirits, record historical events, and pass on the knowledge that is learned.

Requirements to join the minstrels:

--- An audition/interview with the Lead Minstrel

--- Perform as often as possible with the intent of making people smile.

--- Record the things that you witness either in verse, song, or book form.



OOC:
--- Members are asked to perform before a group of PCs at least once per week. Books will be counted as performances for this purpose in line with the Minstrels focus on history. This will be monitored by DM Mayhem by posts in this thread: IC Performance Thread

--- Bard levels

--- Your Minstrel character must be your main character.

EM/SOH: Formerly DM Mayhem
EM: Kendra Leonald: Noble, Mage, Bitch. (PC)
Jasen Wirey the Wide Knight, Captain of the Knights of the Sky (PC)
IB: Andrew Campbell: Songmaster of the Songsmiths (PC)

Offline Hellcow (Retired)

Re: Guilds
« Reply #5 on: March 13, 2009, 03:05:28 pm »
Name: The Holy Order
DM: Hellcow
Legacy: 2 years of existance
Members:  Around 30 incl. NPCs

Leadership: The Holy Order is run by a council of Chaplains representing each deity.

General information: The Holy Order is an Order of religious people who have gathered to spread faith after the Gods showed signs of awakening again. Their task has been difficult as most people lost all faith after the Gods abandoned Haldun some fifty years ago during the old war.

The Holy Order resides at the Temple Grounds north of Haldun. They have little ties to the city but are allied with the King’s Bannermen.

The clergy are expected to follow the tenets of their patron deity.

Purpose: Serving the Gods and spreading faith

OOC Restrictions:
- Your Holy Order character must be your main character.
- Your Holy Order Character must believe in the Five. If joining the clergy your character must have a patron deity.
- To join the Clergy the PC most be on one of the following classes: Cleric, Paladin, Divine Champion or Warpriest.
- To join the Guard of the Order the PC most be on one of the following classes: Fighter, Divine Champion, Paladin, Monk, Weapon Master or Barbarian

Retired from SoH - busy developing your future.
Beta: Siff Elkirsdottir
IB: Phae, Thyra Volsk
EM: Loke Galston, Gitte Lacke
SOH: Bartok Sibyl Crane, Hawa Ogughade, Abigail Wilkins

Quote from: DM Misfit
But anyhow rambling about my former sex life aside...

Re: Guilds
« Reply #6 on: March 14, 2009, 07:41:22 am »
Quote from: Guild Info

Name: The Silverfish
Guild DM: PowerMadSquirrel

Legacy: The guild has existed for 50 years
Origin: New Haldun

Members: Presumably about 20-30 people.

The Silverfish only has few members, however with House Borianas behind them they work as a major force in Haldun by simply using economic leverage to whatever interests they have.

Therefore only the most talented contain actual membership of the guild, whereas many work as goons for them for fitting payment.

Currently the Silverfish has a contract with the Blood Skulls who is known as the thug-gang of Haldun. The gang works in the interest of the thieves� guild in the Slums of Haldun.

Working for: House Borianas only.
Leader: Vincent Penelli; Financial Advisor of House Borianas
Dictum: 'All for the family'

General Information:
House Borianas are the main support behind the thieves' guild known as the Silverfish. The guild makes certain that all dealings they are involved in proceed in the best interest of the house. As so it is also the Silverfish who makes certain that others will regret if they overstep the boundaries of House Borianas.

The guild became known for its strict code of conduct which was introduced by the now deceased Bartok Crane who was the guild's leader in the timespan 48-51 AF. Members who have broken the code have been known to loose various body parts rather than being left dead; despite the change in leadership, rumours still speak of harsh consequences befalling those who break the group's internal rules.

Likewise is it known for its training of the members, who are all considered very talented within their field.

Due to the nature of Haldun the thieves' guild worry little about secrecy, it is often well known which situations they have been involved in and as so it is also known that one do wise not to cross them.

Word on the streets has it that if a lesser house wants reliable financial support they go to house Borianas. Lesser houses who have sought the aid of other houses have often found themselves in unlucky circumstances either by having their finances stole or finding their trade otherwise ruined. It is said that the slums are filled with such individuals.

It is said that the slums are almost totally ruled by Borianas in everything but name, making sure that everyone there remains in just enough debt to remain under the thumb of house Borianas. This is enforced by the ruthless gang of mercenaries turned thugs, the red skulls.

Borianas are completely intertwined with the organization known as the Silverfish, a Mafioso group who are the real source of most organized crime within Haldun.

OOC Restrictions:
-Your Silverfish character must be your main character.
-Alignment: Non-good.
- To attain the 'Shadow Thief of Amn' prestige class, one must be a member of the Silverfish.
-There is no class restriction on the guild, however thieving skills are expected to attain membership, such can of course also be aquired by cross-classing skill points.

Quote
- If you're interested in joining this guild try to actively seek out shady characters in-game, and ask around in general. Also send me a PM so I know who to look out for. I encourage you make roleplay posts on it.

- Keep in mind that if you join and betray the guild there will be harsh punishments such as loosing limbs or fingers, which will result in your character suffering a stat penalty. This is to ensure people don't rat out and ruins the fun for others members while still keeping the punishment fair enough for you to be able to play your character afterwards. It is not an optional thing that you can flee from: It will happen if you as member betray them.  If this seems harsh please watch a mob movie such as Casino or Goodfellas, providing you're old enough.

- It's a guild for cooperative roleplay.  Don't expect that you'll get to make the life sucky for other PCs - you won't. Interactions meant to resolve "issues" will be geared towards PC on NPC conflict.  This is to keep people from getting bitter at each other OOCly as else so often happens with evil-minded guilds. However if some PC is constantly up-in-the face provocative towards the guild, well... accidents happen.  >:D

- It's not easy to get in straight away: Your character will have to prove him/herself in game although the guild is open to all shady, diplomatic or otherwise obscure types.

- Do not build your character around being a guild-member. Make a characters that's interesting for the person he is and not for fitting into a set stereotype.

- No metagaming.