Organizations (Zyanya Supplement)

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Zyanya

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Shieldmeet[edit]

Nightsong Guild[edit]

The Nightsong Guild has worked within the city for as long as most people can remember—and probably a good deal longer. Its members deal in matters not entirely legal as well as those quite clearly illegal—gambling, smuggling, blackmail, and theft. The guild’s reputation is one of extreme skill and competence. It is not feared as much as it is afforded the respect that it has earned. Most would refer to the Nightsong Guild as a thieves guild, but it is actually a far more extensive group than that. Its membership includes rogues, fighters, bards, wizards, and sorcerers. Guild members do not take part in violent activities such as extortion or murder, for the guild leadership has long maintained that if you kill or intimidate your clientele, those people cease to make money (and if they don’t have money, the guild can’t make money). Of course, if one or more of its members are attacked or threatened with violence, the guild is quite clearly capable of dealing with the situation. Slow to add new members, the Nightsong Guild prefers to work with those it considers potential recruits for several years before actually inviting them to join. Candidates serve as paid informants, freelance burglars, or muscle for hire for long periods of time while their competence and trustworthiness are judged. Although most of these recruits are never told explicitly that they’re working for the Nightsong Guild, the group is powerful and notorious enough that most individuals guess correctly where their money comes from. Members are required to contribute 10% of their earnings to the guild. In return, they have access to extensive resources Within the confines of its home city, the Nightsong Guild can offer its members nearly impenetrable security, well-funded political connections, and access to well-trained and loyal hirelings or followers. Members also have access to the guild’s extensive library, training facilities, and workshops. Many places of business in the city offer 10% discounts on services, goods, and equipment to Nightsong Guild members. These resources can be incredibly useful, but they come with a price. As an efficient and long-lived criminal organization, the Nightsong Guild finds a profit in every activity that it undertakes.

School of the Dragon[edit]

Originally formed to worship the dragon Zyanya, but after being rebuffed by the dragon they became a school that teaches balance, moderation, and the importance of neutrality. (Monks)

Wayfarer's Union[edit]

In lands where arcane spellcasters are common and magic is prevalent, people in a hurry can avail themselves of a particularly useful trick: hiring a wizard to cast teleport to take them where they need to go. The Wayfarers Union grew out of an effort to standardize the rates and procedures for such travel, to provide a medium through which willing spellcasters could earn the high fees associated with such services, and to give paying clients a way to quickly fi nd spellcasters capable of taking them where they want to go. Wayfarers Union offices exist in a number of cities. Most offices are small, each serving as a base for no more than two or three spellcasters—who are rarely to be found sitting around and waiting for potential clients. Instead, the wayfarers retain a small staff of nonspellcasting agents to “work the desk.” When a client comes in seeking quick transportation transportation, the agents contact whichever union spellcaster happens to be available. A wayfarer can usually be ready to travel within the hour, but it’s not unusual for all the union spellcasters in an office to be away at the same time or booked ahead by other clients, so that additional teleportation services might not be available for several days. Offices in large or prosperous cities tend to have more union spellcasters available, with correspondingly shorter and fewer periods of unavailability. The Wayfarers Union prides itself on delivering its customers to any location that can be identified and sufficiently described, although any union member reserves the right to refuse transportation to a particularly dangerous or imprecise destination.

Elven[edit]

Akianaro[edit]

Enclave of wizards and other magic users dedicated to the magic of elemental fire.

Guardians of the Way[edit]

The guardians are teachers, diplomats, and ambassadors. They consider it their duty to act against evil and to exhort others to do the same.

Koshtra Academy[edit]

The Koshtra Academy is the school that teaches the legendary art of the Elvish Bladedance. They take only the most serious students, and only allow those of full elvish blood.

Order of the Bow[edit]

Silver Knights[edit]

The Arcane Order[edit]

The Arcane Order are the Elvish High Magi. They also run an academy for aspiring magi. While most in the Arcane Order are elvish, should a student show enough talent they will not be turned down on the basis of race.

The Dragon Knights[edit]

The elves proudest and smallest knighthood, with a strict code of honor and duty.

Dwarven[edit]

Mountain Hammers[edit]

Halfling[edit]

League of Boot and Trail[edit]

Members of this unusual organization regard every road as a classroom and every inn as a laboratory. Devoted to travel for its own sake, they accumulate little lore but see much of the world—and worlds beyond as well. Anything of interest to travelers is of interest to the League of Boot and Trail. Although it is organized much like a college, the guild offers no formal academic studies; instead, its members are renowned guides and scouts. They know, for example, the last known location of a floating isle, the best way to cross the Basiran Glass Desert, and which tribe now rules the Gold Mountains in Onatah. Because its members are rarely in the same place for long, the League of Boot and Trail has little formal organization and no central leadership. Nearly every city of any size has a league station, where members can file reports on their travels, conduct research for future journeys, and share drinks and tales of the road. A senior member serves as station head at each location. If a crisis affects the guild as a whole, as many station heads as possible meet somewhere and reach a solution by consensus. Each league member must help to run a league station for one month out of every year. The most senior league member of a given month’s working group serves as station head. Each member who stops at a league station must file a report describing his or her travels since the last station stop. The report should include hazards, weather conditions, encounters, and any other information that might prove useful to other travelers. Each of the guild’s stations bears a red boot symbol. This same symbol also appears as a tattoo on each league member’s left forearm. Though wearing actual red boots is not required, most members do put red trim on their boots. In addition, every member carves two small notches in each boot heel so as to leave distinctive tracks. Occasionally, league members band together to bring to justice to anyone who displays a league tattoo but isn’t actually a member. The league pays handsomely for such services out of its own coffers, but most members would take on such tasks even without pay to protect the league’s reputation. To join the League of Boot and Trail, a prospective member must present a station head with three gifts, all originating from at least 300 miles away. One of these gifts must be a case of liquor worth at least 250 gp, one must be an object of art worth at least 300 gp, and the last must be a riding horse or warhorse. If the gifts meet all the requirements, the candidate is tattooed with the red boot and accepted as a member after a riotous party. Dues are 500 gp per year, payable at the time of the member’s one-month service at a station.

Seekers of the Spirit[edit]

Seekers of the Spirit are Halfling philosophers seeking the truth. They tend to disagree on what the 'truth' is, but most of this disagreement is good-natured.

Gnomish[edit]

Blacklock Loreseekers[edit]

The ancient red dragon Ashardalon, when struck a mortal blow by a human druid, replaced his wounded heart with a living demon: a balor of enormous power named Ammet, the Eater of Souls. Inspired by this example, disciples of Ashardalon bind fiendish spirits to their own hearts, eventually taking on the characteristics of demonic spawn themselves. Disciples of Ashardalon do not really worship the ancient dragon, nor do they literally learn directly from him as the word “disciple” implies, but they regard Ashardalon as the great exemplar of their path and seek to emulate him in every way possible.

Disciples of Ashardalon are members of an organization, loose-knit and secretive though it may be. Of necessity, they have some contact with other members of the order, but their overwhelming personal ambition means they rarely cooperate with one another in pursuit of their various evil schemes. They are likely to make use of various minions, particularly those of a fiendish character, in pursuit of their plans, rather than rely on the cooperation of equals. Like their evil exemplar, they are often served by deluded cults made up of evil humanoids or even undead. Both they and their cultists contemplate plans of sweeping evil grandeur—seizing power, leveling kingdoms, reclaiming or destroying ancient artifacts, and the like.

Miscellaneous[edit]

Academy Necromica[edit]

The ancient red dragon Ashardalon, when struck a mortal blow by a human druid, replaced his wounded heart with a living demon: a balor of enormous power named Ammet, the Eater of Souls. Inspired by this example, disciples of Ashardalon bind fiendish spirits to their own hearts, eventually taking on the characteristics of demonic spawn themselves. Disciples of Ashardalon do not really worship the ancient dragon, nor do they literally learn directly from him as the word “disciple” implies, but they regard Ashardalon as the great exemplar of their path and seek to emulate him in every way possible.

Disciples of Ashardalon are members of an organization, loose-knit and secretive though it may be. Of necessity, they have some contact with other members of the order, but their overwhelming personal ambition means they rarely cooperate with one another in pursuit of their various evil schemes. They are likely to make use of various minions, particularly those of a fiendish character, in pursuit of their plans, rather than rely on the cooperation of equals. Like their evil exemplar, they are often served by deluded cults made up of evil humanoids or even undead. Both they and their cultists contemplate plans of sweeping evil grandeur—seizing power, leveling kingdoms, reclaiming or destroying ancient artifacts, and the like.

Agarwaen Cabal[edit]

Order dedicated to practicing necromantic magic on the living.

Cult Of Ashardalon[edit]

The ancient red dragon Ashardalon, when struck a mortal blow by a human druid, replaced his wounded heart with a living demon: a balor of enormous power named Ammet, the Eater of Souls. Inspired by this example, disciples of Ashardalon bind fiendish spirits to their own hearts, eventually taking on the characteristics of demonic spawn themselves. Disciples of Ashardalon do not really worship the ancient dragon, nor do they literally learn directly from him as the word “disciple” implies, but they regard Ashardalon as the great exemplar of their path and seek to emulate him in every way possible.

Disciples of Ashardalon are members of an organization, loose-knit and secretive though it may be. Of necessity, they have some contact with other members of the order, but their overwhelming personal ambition means they rarely cooperate with one another in pursuit of their various evil schemes. They are likely to make use of various minions, particularly those of a fiendish character, in pursuit of their plans, rather than rely on the cooperation of equals. Like their evil exemplar, they are often served by deluded cults made up of evil humanoids or even undead. Both they and their cultists contemplate plans of sweeping evil grandeur—seizing power, leveling kingdoms, reclaiming or destroying ancient artifacts, and the like.

Eyes of the Overking[edit]

As one of the premier information-gathering and espionage groups in the world, the Eyes of the Overking are respected and even feared by the few who know they exist. Born in service to a legend, the guild devotes itself to preparing the world for the return of the Overking, a near-mythical figure who supposedly once held the human, elf, and dwarf people united as one nation for hundreds of years. The Eyes focus on espionage and information-gathering because their teachings hold that they will be responsible for helping the newly risen Overking see the world as it really is and for keeping him apprised of the most important matters while he builds and protects a new united realm.

Shadow Druids[edit]

Shadow Druids believe that civilization is a blight on the natural order of things and many go so far as to thinking that all civilized races should be destroyed.

Shadowmind Guild[edit]

In the dark corners of the city, an elusive group of psionic spies ply their trade with uncanny skill. The Shadowmind Guild is a tight-knit band of high-level rogue/psions who use their varied skill sets to maintain anonymity while accepting commissions from wealthy and influential patrons. The guild has no single specialty; most of its missions involve stealing something of value, using blackmail or psionic powers to influence the actions of a specific individual, or discovering a prized piece of information. While they are willing to engage in activities such as theft and blackmail, the shadowminds are not yet wholly evil. They shy away from assassination unless they are avenging a deliberate attack, and they seldom work directly against the good of the kingdom or city in which they reside. The guild has no particular loyalty to monarch or community, but the organization’s leaders are smart enough to realize that a group as small as theirs would not likely survive an attack coordinated by a powerful ruler. The guild is willing to risk the enmity of individual nobles or wealthy merchants, but not the ire of an entire kingdom or city. Because of the guild’s shadowy reputation and the fearsome combination of skills its members possess, few are willing to cross the shadowminds, and few can afford their rates. Thus, they often work on their own initiative to gather information, undertake special missions of their own design, and even adventure outside their home territory to hone their skills in different environments and open combat. The exclusive Shadowmind Guild is slow to grant membership to even the most trusted of candidates. Membership is by invitation only, and the existing guild members take the time to be sure of the abilities and loyalty of every potential member. Since those with a predilection for both stealth and psionics are rare, the Shadowmind Guild is careful to monitor any such individuals within the city. Once a candidate’s varied abilities have developed to the point where she qualifies for the shadowmind prestige class, the guild decides whether or not to extend an invitation.

The Druidic Order[edit]

Ur-Priests[edit]

Ur-priests despise gods. However, a small number of them have learned to tap into divine power and use it for their own needs without praying to or worshiping a deity. Instead, each day they go into a trance and mentally steal the power that gods normally channel to devout clerics. Ur-priests are canny and cunning, never stealing too much power from any one deity, but instead metaphysically slip in, draw out the power they need for their spells, and slip out again. They learn to be resilient toward divine power and creative with the energies that they steal. Ur-priests frequently work alone, although they occasionally find partnerships with members of other classes useful. They do not congregate into anything resembling temples, for they fear that too many of them in one place might draw unwanted divine attention. And of course they rarely associate with clerics or any other divine spellcasters, whom they see as lackeys and who view them as abominations.

Amareth[edit]

Academy of the Blade[edit]

The Academy of the Blade is the military academy of Amareth. Unlike the Knighthoods, the Academy is only loosely affiliated with the Church. Though one tends to have to be of noble birth to achieve high rank, the Academy is open to all who wish to develop their combat skills beyond that of a common soldier.

Bloodhounds[edit]

The organization known as the Bloodhounds is dedicated to finding people and bringing them to justice (or whatever fate awaits them). Some members limit themselves to tracking down criminals; others are willing to hunt anyone for a client who can pay the price. The group’s leaders don’t concern themselves with such issues, only with maintaining the organization’s reputation as the place to go to find someone.

Frontier Marshalls[edit]

Amareth order dedicated to exploration and the bringing of civilization and order to other lands

Holy Order of the Shining Light[edit]

Evil might lie behind any door, and shadow might hide in any heart. The Holy Order Of The Shining Light, otherwise know as the Order of Illumination holds this maxim close as it seeks out and destroys evil wherever necessary.

Holy Order of the Silver Lance[edit]

The Holy Order of the Silver Lance is a revival of the original Silver Lances. The Silver Lances are trained by the elves, by long tradition.

1. In service be noble

2. Be merciful, generous, courteous, and humble, and seek not glory for thyself

3. By word and action speak only truth

4. Be courageous and recoil not from enemies

5. Be a shield for the helpless and a sword for the weak

6. Uphold always the just law of the land

7. Be diligent and industrious, for we are stewards of the land

8. In thought and action remain pure and true

9. Respect your fellows, be they friend or foe

10. Shed no innocent blood, nor allow innocent blood to be shed.

11. Death before dishonor

12. Know thou art answerable to God and the Holy Church

Order of the Broken Staff[edit]

The order of the broken staff considers itself guardians of peasants and the downtrodden. They often take vows of poverty. (Monks)

Order of the Chalice[edit]

The Order of the Chalice exists for the sole purpose of destroying undead.

Order of the Old[edit]

The order of the broken staff considers itself guardians of peasants and the downtrodden. They often take vows of poverty. (Monks)

Purple Dragons[edit]

The Purple Dragons are an army of disciplined, loyal soldiers dedicated to the service of the king of Worden. They are widely respected for their skill and heroism in battle, and enjoy a proud tradition dating back many generations.

Sisters of Mercy[edit]

During the Elvish civil war, women watched their children slaughtered while they were powerless to prevent it. They tried to tend the wounded and when overrun, were helpless to prevent the slaughter. And so, some picked up the weapons dropped by the slain men, and fought to defend their homes and those under their care.

It is from these women that the Sisters of Mercy were born. The Sisters of Mercy now consists primarily of two sects. The healers, and the warriors. However, regardless of the path walked, all sisters are trained in rudimentary healing and combat.

A Sister of Mercy raises her weapon only in defense of her own life or the lives of those under her protection. She does not attack or seek battle. The Sisters take this oath seriously, as it affords them protection. Because others know of this oath, the Sisters are allowed to go behind enemy lines safely to treat the wounded.

Templars[edit]

Templars are probably the most devout, single-minded, and driven crusaders in the world. Consumed with passion for the path they have chosen, they have little patience for those who are “blinded” by desire for material goods or personal power. All that matters, they believe and preach, is the fight against evil; as long as evil remains strong, there is important work to be done.

Sworn to the service of the Church of Samad, the pious templar is a holy warrior blessed by Samad with combat prowess and great endurance. He bears Samad's longsword into battle and fights his deity’s enemies without question or hesitation. In addition to defending the temple itself, a pious templar may be charged with additional duties, including a campaign to attack foes on their own home ground.

Basira[edit]

Order of the Master[edit]

Order dedicated to mastering psionic powers, often combining them with martial skills

The Order of the Black Flame[edit]

The Order of the Black Flame is the hidden blade of their faith, a secret society of holy slayers devoted to the worship of the dark deity Moloch. Trained in unholy rites, the black flame zealots use stealth, divine magic, and the zeal of fanaticism to destroy those who have given offense to their god. Even great rulers are not above the deity’s wrath, since the Order is a sanctioned and respected means for the wealthy and powerful to pursue vendettas.

Abd-Al-Rahmin[edit]

Servants of the Merciful Ones, as they call themselves, are a knighthood dedicated to preserving the honor and majesty of the Basiran empire. They live by strict codes. A Servant must be pure, celibate, truthful, honorable, courageous, and loyal to the Basiran empire.

Falkor[edit]

Society of the Blade[edit]

Order dedicated to teaching warblades. Also a mercenary guild

Riders of the North[edit]

Viking Paladins

Itotia[edit]

Rainbow Servants[edit]

Rainbow servants spend much of their time traveling on quests to make right some wrong. The couatls have a potent information network, so when they appear to direct a rainbow servant, they often have information the forces of evil thought they kept secret. But rainbow servants don’t spend every moment at the beck and call of their serpentine masters; the couatls recognize that their servants have agendas of their own. A rainbow servant needs only be mindful that at any time, a couatl could suddenly appear in her life, describing a terrible evil that must be thwarted.

Khepri[edit]

The Nightshade Covenant[edit]

Enclave of individuals that specialize in shadow magics.

Guardians of the Serpent[edit]

Society dedicated to preserving the sanctity of the tomes. They work to stop grave-robbers and the desecration of burial grounds.

Makarios[edit]

College of Concrescent Lore[edit]

This bardic college, one of the largest in existence, focuses on the acquisition of hidden lore, particularly of the historical or magical variety. Its members eagerly page through dusty tomes, seeking to uncover secrets about long dead societies, strange magical rituals, and other unusual topics.

Spears of the Owl[edit]

The Spears of the Owl are a knighthood dedicated primarily to the goddess Athena. They are soldiers that keep the way of valor and honor, defending those in need from the dangers of various barbarians.

Onatah[edit]

Ghost Dancers[edit]

Ghost Dancers are warriors that do not take kindly to the recent attempts to colonize and 'civilize' the people of Onatah.

Orisha[edit]

Dream Walkers[edit]

Dream Walkers are the spiritual men and women of Orisha, practicing the arts of herbal magic and divination. They are considered sacred by the populace.

Geomancers[edit]

Geomancy is the art of channeling magical energy from many sources through the land itself. A geomancer may research like a wizard, pray like a cleric, or sing like a bard, but he casts spells as only a geomancer can. In the area he calls home (be it high on a mountain, deep in a forest, or even beneath an ocean) he weaves ley lines—powerful connections to the land itself. The spells he casts through these connections with the earth are reflections of his own strength of will. As the geomancer progresses, however, the effort of gathering magic through the earth takes a physical toll on him, making him more and more like the land and its creatures.

Righnach[edit]

The Knight Protectors[edit]

Group of warriors dedicated to protecting the people of Righnach and upholding Brehon law.

Sclavini[edit]

Brotherhood of the Moon[edit]

Monastery that considers lycanthropes to the be the purest form of being. They often utilize polymorph magic.

Concord of the Circle[edit]

Council of the Unseen Star[edit]

Purpose: Preserving and educating warlocks Leadership: The council of three - Audra Roze (female half-elf warlock), Mihai Dragomir (male human warlock), Sandulf Evaric (male tiefling warlock)

The Council of the Unseen Star is dedicated to locating, teaching, and even breeding warlocks.

Their rules are simple:

Keep the existence of the Council a secret

Once initiated into the Council, you are always a member

Practice a policy of non-interference with one another, unless absolutely necessary to do otherwise

Do not kill one another, unless absolutely necessary

Do not turn one another in, under any circumstances

If a warlock is found, report him/her/it to the Council

Report any offspring to the Council and protect them in case your warlock blood breeds true

Return any lost warlock texts to the Council if at all possible, but better to destroy them than allow them to be used against your fellow warlocks

All warlocks are invited to the Council upon discovery of their talent. A small pentagram is tattooed in a discreet location upon initiation.

Seafolk[edit]

Stormlords[edit]

The Stormlords are the elite magi of the Seafolk, specializing in weather magic. They are also the reason that pirates are wary of Seafolk vessels.

Tatsuo[edit]

Dragonblade Ninjas[edit]

The vast majority of Dragonblade Ninja Clan members are born into the organization, but the group is not closed to outsiders. The clan remains very protective of its secrets and the identities of its most powerful leaders, but it still extends membership invitations to those who prove to be worthy allies and loyal companions. These rare instances of acceptance into the clan often involve a wandering dragonblade warrior who adventures with trusted companions and, after his comrades have proven their worth time and time again, invites them into the clan. Membership in the Dragonblade Ninja Clan is a lifelong commitment, and it is never to be undertaken lightly.

Order of the Sun Star[edit]

The Sun Star teaches self-sufficiency, personal power, and the belief in the mastery of the self. (Swordsages)

Order of the White Empress[edit]

Organization of female spies and assassins.

Temple of the Desert Wind[edit]

Temple of the Devoted Spirit[edit]

Temple of the Diamond Mind[edit]

Temple of the Iron Heart[edit]

Temple of the Setting Sun[edit]

Temple of the Shadow Hand[edit]

Temple of the Stone Dragon[edit]

Temple of the Tiger Claw[edit]

Temple of the White Raven[edit]

Vasant[edit]

Daggerspell Guardians[edit]

Exotic spellcasters who wield matched pairs of daggers and deadly magical powers, the Daggerspell Guardians use their varied abilities to promote their own fair-minded sense of justice. Individual members lead adventuring parties, root out evil hiding in civilized communities, and act as self-appointed investigators and law enforcers when necessary. Groups rarely act together and instead concentrate on training new members, researching new spells, or perfecting new aspects of their unusual fighting style.

Ravagers[edit]

Ravangers are a tightly-knit group of deadly marauders, killing and maiming for the sheer enjoyment of it. They are dedicated to the dark aspects of the goddess Kali, and her children Surapadman and Kottravai. As an organization, they are semi-nomadic.

Ruby Knights[edit]

The Ruby Knights are dedicated to locating and recovering artifacts stolen from Vasant.

Sunspire Monastery[edit]

The Sunspire Monastery is hidden high in the mountains. Here, the order of tattooed monks train newcomers while seeking personal enlightenment. The monks are ascetic in their outlook, preferring quiet solitude to the complex life of the outside world. To join, one must display devotion to achieving enlightenment while avoiding temptation during a three-day ritual. Those who would delve deeper into the mysteries of the monastery must take part in more stringent rituals.

The Sunspire Monastery is a repository of religious lore from around the world.

The Brood[edit]

Dedicated to breeding dragon-blooded creatures to serve the cause of a draco-lich



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