Post by kalbaern on Oct 12, 2009 10:17:17 GMT -5
Guilds Guilds support our prestige classes here on "SFS". You must be at least a recruit/initiate in a guild that supports your prestige class prior to taking it. Some guilds also oversee smaller "orders" or "cults" as well. Any and all information on this page is considered "public" knowledge and easilly gathered IG here. If details seem lacking it's merely that little is "publicly" known about the organisation listed.
Halls of Order Members of the Hall of Order strive to bring law and order to this often wild and chaotic land. Their Temple Hall can be found in Loudwater where it's members ranks include many of the city's guards and officers.
- Paladin Orders of Tyr, Torm and Ilmater are supported here.
- The "Broken Ones" and "Sun Soul" orders of monks are supported here.
- Humans and Half Elves are most readilly accepted. Other races are usually heavilly tasked to prove their allegiance with half orcs the most heavilly scrutinised.
- Must be Lawful Good or Lawful Neutral to join.
- Recruits must be willing to bear their beliefs openly and without shame as they traverse the country sides spreading their beliefs and bringing about order and justice to a chaotic world.
- Cot, Weapon Master and PDK prestige classes are supported here.
- Allied with the towns of Loudwater, Zhelbross and Secomber.
- Allied with "The Lords Alliance".
- Opposed to "The Zhentarim", "The Red Wizards", "The Cult of the Dragon" and any thieves guilds they uncover in the area.
Tenna' i' ondo n'uma rina (loosely translated as "Until the stones forget") This order of predominately Wood and Wild Elves (though half elven and human isolationist rangers and druids are amoung their members as well.) resides deep in the High Forest. Their goal is to return this great wood to it's ancient pristine state free of permanent constructions like towns and keeps. Most members trace their ancestry back to the ancient elven kingdom of Eaerlann and blame their ancestors for many of the world's problems now. It was afterall the elves of Eaerlann that taught High Magic to the Netherise and started a catostrophic chain of events that nearly destroyed all of Faerun and whos effects linger and taint much of Faerun still. Members of "Tenna' i' ondo n'uma rina" will attempt to dissuade intruders or even teach outsiders how to use the woods as a living resource for all. When that fails, they will however resort to violence to simply drive out those that do not treat the great wood with the respect they deem proper.
- Only elves, half elves and humans can become members.
- Wizards are never admitted.
- Recruits are required to shun the civilsed world and defend their forest homes with military action when required.
- Ancient magics that are found are destroyed lest they fall into the wrong hands and hidden when destroying them is not possible.
- No Lawful or Evil alignments accepted among members.
Allied loosely with The Tree Ghosts and Mallen'el Taure.
Uneasy truces exist with The Harpers and Osta'el Taure.
Opposed to any groups and individuals that would seek to build permanent structures or take the forest's resources for their own gain.
The Shadows Little is known about this group of thieves. Some claim they've ties to Luskan, some claim them agents for the Zhentarim and others will claim them just greedy and heartless free booters with no "official" ties to others. What is well known is that they rarely shirk from making a public claim to their activities. Caravan owners and merchants that refuse to pay "protection" money to them often find the following message left after a raid or break in; "In the light a shadow follows, in the dark a shadow swallows".
They are rumored to be involved in everything from black markets to caravan raiding and have had crimes attributed to them all along the trade routes from the Anauroch's edge to just outside of Waterdeep itself. It's also rumored that this group gathers and sells information it gathers to other groups, though usually to the "highest bidder" and not any one particular group.
- Full blooded elves and dwarves are never admitted due to severe racial biases against them as a whole by this group.
- No Lawful or Good alignments admitted.
- Rogue as a class is not a requirement for joining.
- Due to the nature of this groups activities a minimum of 10 points in each of the following skills is however required: Hide, Move Silently and Listen.
- "Full" members of this group can "learn" this guild's version of "Thieves Cant". Those with at least 6 levels of Rogue will "learn" it as a "free" language. Others must be still eligable for a language to learn it.
- Allied with "current highest bidder" for their services and support.
- "The Shadows" view most others as either "marks" or potential customers only. Due to racial biases in this group, elves and dwarves are only ever seen as "marks".
- Opposed to The Harpers, The Lord's Alliance, The Halls of Order and any other group(s) that would seek to "cut into their profits". Rival thieves guilds and other bandit based organisations are seen as enemies as well.
The Harpers
The Lords Alliance
The Blackhand
Osta'el Taure (Defenders of the Wood)
Mallen'el Taure (Circle of the Woods)
The Academy
The Red Wizards
Clan Longhammer
***editting***
Orders
Yellow Rose
Sun Soul
Shining Hand
Old Order
Long Death
Hin Fist
Dark Moon
Broken Ones
***editting***
Cults
Olin Gisir
Cult of the Shattered Peaks
Dragon Cultist's
***editting***
Halls of Order Members of the Hall of Order strive to bring law and order to this often wild and chaotic land. Their Temple Hall can be found in Loudwater where it's members ranks include many of the city's guards and officers.
- Paladin Orders of Tyr, Torm and Ilmater are supported here.
- The "Broken Ones" and "Sun Soul" orders of monks are supported here.
- Humans and Half Elves are most readilly accepted. Other races are usually heavilly tasked to prove their allegiance with half orcs the most heavilly scrutinised.
- Must be Lawful Good or Lawful Neutral to join.
- Recruits must be willing to bear their beliefs openly and without shame as they traverse the country sides spreading their beliefs and bringing about order and justice to a chaotic world.
- Cot, Weapon Master and PDK prestige classes are supported here.
- Allied with the towns of Loudwater, Zhelbross and Secomber.
- Allied with "The Lords Alliance".
- Opposed to "The Zhentarim", "The Red Wizards", "The Cult of the Dragon" and any thieves guilds they uncover in the area.
Tenna' i' ondo n'uma rina (loosely translated as "Until the stones forget") This order of predominately Wood and Wild Elves (though half elven and human isolationist rangers and druids are amoung their members as well.) resides deep in the High Forest. Their goal is to return this great wood to it's ancient pristine state free of permanent constructions like towns and keeps. Most members trace their ancestry back to the ancient elven kingdom of Eaerlann and blame their ancestors for many of the world's problems now. It was afterall the elves of Eaerlann that taught High Magic to the Netherise and started a catostrophic chain of events that nearly destroyed all of Faerun and whos effects linger and taint much of Faerun still. Members of "Tenna' i' ondo n'uma rina" will attempt to dissuade intruders or even teach outsiders how to use the woods as a living resource for all. When that fails, they will however resort to violence to simply drive out those that do not treat the great wood with the respect they deem proper.
- Only elves, half elves and humans can become members.
- Wizards are never admitted.
- Recruits are required to shun the civilsed world and defend their forest homes with military action when required.
- Ancient magics that are found are destroyed lest they fall into the wrong hands and hidden when destroying them is not possible.
- No Lawful or Evil alignments accepted among members.
Allied loosely with The Tree Ghosts and Mallen'el Taure.
Uneasy truces exist with The Harpers and Osta'el Taure.
Opposed to any groups and individuals that would seek to build permanent structures or take the forest's resources for their own gain.
The Shadows Little is known about this group of thieves. Some claim they've ties to Luskan, some claim them agents for the Zhentarim and others will claim them just greedy and heartless free booters with no "official" ties to others. What is well known is that they rarely shirk from making a public claim to their activities. Caravan owners and merchants that refuse to pay "protection" money to them often find the following message left after a raid or break in; "In the light a shadow follows, in the dark a shadow swallows".
They are rumored to be involved in everything from black markets to caravan raiding and have had crimes attributed to them all along the trade routes from the Anauroch's edge to just outside of Waterdeep itself. It's also rumored that this group gathers and sells information it gathers to other groups, though usually to the "highest bidder" and not any one particular group.
- Full blooded elves and dwarves are never admitted due to severe racial biases against them as a whole by this group.
- No Lawful or Good alignments admitted.
- Rogue as a class is not a requirement for joining.
- Due to the nature of this groups activities a minimum of 10 points in each of the following skills is however required: Hide, Move Silently and Listen.
- "Full" members of this group can "learn" this guild's version of "Thieves Cant". Those with at least 6 levels of Rogue will "learn" it as a "free" language. Others must be still eligable for a language to learn it.
- Allied with "current highest bidder" for their services and support.
- "The Shadows" view most others as either "marks" or potential customers only. Due to racial biases in this group, elves and dwarves are only ever seen as "marks".
- Opposed to The Harpers, The Lord's Alliance, The Halls of Order and any other group(s) that would seek to "cut into their profits". Rival thieves guilds and other bandit based organisations are seen as enemies as well.
The Harpers
The Lords Alliance
The Blackhand
Osta'el Taure (Defenders of the Wood)
Mallen'el Taure (Circle of the Woods)
The Academy
The Red Wizards
Clan Longhammer
***editting***
Orders
Yellow Rose
Sun Soul
Shining Hand
Old Order
Long Death
Hin Fist
Dark Moon
Broken Ones
***editting***
Cults
Olin Gisir
Cult of the Shattered Peaks
Dragon Cultist's
***editting***