Posts Tagged ‘organization’

It’s time to get back to worldbuilding. After all that’s what this blog is all about.

If you’ve only just recently started following this blog, it began as a home for the ideas about the fifth edition Dungeons and Dragons world I created for my gaming groups. The world of Exploration Age is coming together as a 300+ page Word document. I still hope to put it out for all of you someday soon.

In a nutshell, Canus is a world with two halves that have just discovered each other (inspired by the discovery of the Americas and Australia by Asia, Africa, and Europe in the middle of the last millennium). One half of the planet is driven by magic technology and divided by recently settled war, the other has primitive tribes of people, bountiful lands, hidden treasures, and mysterious dangers. The people of the former rush to grab up land and resources in the latter.

Here’s a quick excerpt from the aforementioned document that helps explain some more about the world.

5 Facts About Exploration Age

  1. A World of Gray Evil for evil’s sake is not a phrase you’ll hear in Exploration Age. Every debatable issue has more than two sides. Just like in real life, no person is purely selfless and generous at all times. Good and evil are not two sides of a coin in Exploration Age, rather they are two extremes on a continuum and everyone falls somewhere along that line. A queen may be good to her people when it comes time to collect taxes, but strictly ration their food during wartime to better feed her soldiers. A drow adventurer may be good to all his allies except for elves whom he hates with untold passion because of the rocky relationship between the two races.
  2. A World of Mysterious Magic Ancient ruins dot almost every landmass in Exploration Age. Caves in the mountains connect to passages and mines unused for millennia. Portals connect Canus to worlds unknown. Strange, magically-irradiated lands give travelers magic powers or drive them insane. Throughout the world, magic lies in all of these places in the form of items, phenomena, hazards, happenings, and more.
  3. A World of Crude High Magic Airships, magic roads, and firearms are a few examples of the magic technology that can be found in Exploration Age; however, most magic technology still remains a mystery to the common folk. This is not a world where magic weapons, floating tea pots, and the like are mass-produced. Scholars and inventors work furiously to unlock what they may, especially if there is a profit to be made from a discovery, but airships are the exception, not the rule.
  4. A World of Sprawling and Intimate Stories Exploration Age is meant to be a world that can suit your needs. If the story you want to tell is huge and spans many continents and planes, this book will be able to help you out. If you want to tell a story confined to the borders of one country, Exploration Age has enough intrigue and excitement packed into each location that you could level from 1 up to 20 without ever crossing that line.
  5. A World of Blank Spots This goes without saying, but Exploration Age is all about exploring. Ruins dot the map along with mysterious mountains, swamps, forests, and deserts. Most intriguing of all are the blank spots that hold untold dangers… and perhaps untold profit! Exploration Age is all about the thrill of discovery and diving into the unknown.

And here’s a rough map of Canus to help you out.

World Map of Canus

World Map of Canus

Ok, so all this is to say that my good friend, Round Table regular, and player in both my games, Andrew Kane, came to me with an idea of something new he wanted to add to the world. Since I’m a big fan of letting my players do the work (and since the idea was amazing), I said yes. He wants a cult to be added to the world that’s going to be part of his next PC’s backstory. I want this cult in the world because they’re terrifying.

Before you read Andrew’s killer (literally) idea below, you might need a little background on The Lingering Havoc and The South Pole. In a nutshell the South Pole is mostly unexplored, and a guild of adventurers known as the Society of Seekers is trying to map the place. In addition to the normal frozen dangers, the mass of land also holds a beast known as The Lingering Havoc. A Gargantuan animated mass of bodies that’s highly intelligent and seeks to add new corpses to its form. You can check out its stats in the PDF below.

The Lingering Havoc

Now on to the cult of the Awakened, created and written by Andrew Kane!

The Awakened

If one were to leave from the ruins of Ferra Dun in Marrial and travel directly South with the courage to brave the expanse of the South Ocean, then that person might come upon the Bay of Bodies. This bay is part of the South Pole, and it is one of the rare calm places on an otherwise volatile expanse. The waves are gentle, the walls of the bay are high keeping out the strongest of winds, and oddly it does not seem to be as impacted by the earthquakes and storms that ravage the rest of the landmass. As you move towards shore you begin to see that this is not simply a lonely and godforsaken place. The signs of civilization began to appear. Hundreds of boats, both big and small, from all across Canus can be seen linked together. Ropes connect the ships and cliff walls and the shore so that a veritable small city exists on both land and shore alike. If you prove that you come with good intention and that you are worthy, you are given permission to pass the “walls” which are really a large group of ships anchored to protect the city and its inhabitants. This place is called Hereafter, the realm of Maledictus and the Awakened. If you wish to remain, a sacrifice must be made…


He is not sure what name his parents chose for him. He only ever remembers being called “freak”, “horror”, “unnatural”, or “abomination”. When and where he was born and pretty much all of his young life is a blur. The only thing he remembers clearly is when the drow finally discovered his home. He watched in horror as his drow mother and elf father were summarily executed. He listened in despair as the murderers discussed whether or not he would share his parents’ fate. The answer was, of course, yes, but the cowards could not bring themselves to do the deed. They left him alone, in the middle of the woods, with nothing. They were willing to let nature do their work for them. It would seem nature had other plans. Alone and scared, surrounded by the blood of his parents, he did not even quiver when the wolves came. The alpha looked at him, as if in pity. They did not growl or attack. They simply turned and left. The little drow-elf halfbreed stood up and followed them. He had found his new family.

Although never formally trained, he could be best equated to a ranger. When he still did not fully understand the world he would venture out and see creatures that looked like his father. When they saw him, they looked upon him with coldness and contempt. The ones who looked like his mother? They were worse. They would try to kill him. He always bested their attempts. The natural world was his home. The creatures that walked on two legs meant nothing to him. He would be a defender of those who gave him a home.

He learned more about the world when he became better at navigating it. He learned to completely avoid the drow and elves. The other creatures were not as terrible – these things called halflings, gnomes, humans, and so on. He still preferred his more feral compatriots, but he learned to deal with the outside world. He began to travel more freely, which is how he learned of the feud between the elves and drow. It is when he learned why his very existence was detested by so many. He did not keep track of time, at least not in the same way as others. He had no idea how old he was, but he was comforted in the knowledge that his lifespan appeared to be infinite. With his loyal wolf companion, he headed to the part of the world called Marrial as there was word that a new group was forming to explore the world.

As a new member of the fledgling Explorers’ Guild, he set out on their first voyage. They were not on a contract yet, but rather were headed to Parian to help establish an outpost there in order to begin accepting work. It would seem that they were never destined to reach Parian. A disease began to ravage the crew, killing some and seizing still others with madness. Only he seemed to be spared. He helped tend to those who were ill, and at the end he even defended himself against those who the madness had impacted the most. In the end, he was the only crewmember left. Unable to man the ship himself, he resigned himself to death – a lonely death, but one fitting for one who had existed as he had. One day, he saw that the ship was headed for land. He had stopped trying to navigate a long time ago, and he was not even sure how long he had been at sea. As the ship approached a bay, the vastness whiteness caused him to suspect he was headed for the South Pole. Suddenly, a wind kicked up and the ship picked up speed. It charged into the bay and ran aground with such force that he was thrown into the mast and knocked unconscious. When he came to he was nearly frozen. He went below, put on his winter gear, grabbed his weapons, and decided to explore this new land.

The ship had run well aground. There was no way he would be able to get it back to sea. That left him with two choices – head back out on one of the smaller dinghies with a rudimentary sail, or stay here in this harsh land. The bay itself was beautiful. There was not as much ice as he would have expected, and the high cliff walls shielded the beach and bay from the worst elements. The waves were gentle, and other than the freak wind that drove his ship in, it was actually quite pleasant. Since all of the crew had died, he had been very disciplined in his rations. He could survive here for a very long time. He decided to explore a little bit, and see what his potential new home might hold.

He did not know much about the South Pole. Frankly, he did not know much about Canus at all, especially compared to others he had encountered. However, he had heard rumor of a creature that lived down here – some kind of overly large flesh golem or something along those lines. He hoped he would not encounter it. He spent a good portion of the day ranging, getting a lay of the land beyond his bay. It was a treacherous place, with snow dunes and tremors that shook the land. Who knew what manner of creatures could survive here? Those that did must be hard and vicious. He smiled to himself. He could be that, if chose to.

He decided to turn back, as he wanted to make it back to his ship before he lost the light. As he walked he heard a sound. At first he thought it was simply another tremor, or perhaps the sound of cracking ice in the distance. Then suddenly, he felt it. A presence unlike anything he felt before. He turned and in the distance he saw a hulking shape approaching. He was paralyzed with fear. As it drew closed he realized that it was a mass of writhing corpses. He did not fully comprehend what he was looking at in that first instant. However, something within his mind told him he knew the truth of this creature. It clearly was the ultimate power in the world. It was the amalgamation of all who had come before. This creature was made up of all who had lived and died on Canus. At his very core, he knew it to be true. He was looking at what happened after death, at what every living creature became a part of. He would later learn that many called this thing the Lingering Havoc. He only ever knew it by another name – god.

As it approached, he did not know what to do. Was this his end? Would he become a part of this creature, feeding it and living on as a part of a greater whole? Would it give him the purpose he always sought? Something stirred within him. On pure instinct along, he acted. He drew out his knife and cut out his left eye. He stood as the creature drew near and called out, “An offering to you, O Great One! He threw his eye into the air and it never touched the ground. Instead it flew towards the writhing mass. He covered his wound, knowing he could heal it later. He turned and began moving back towards the ship. It followed.

Once he was back at the bay, he turned and called out again, “For you!” He felt the power of the creature as the bodies of his crewmates that remained on board floated into the air and then were absorbed into the larger mass. Although it had no eyes, per se, he felt as if the baleful gaze of it upon him. He prostrated himself before its glory and said, “I live to serve you. Do with me, your servant, as you wish.” When he looked up, it was gone. He had been spared…he had been chosen.

Standing on the shore of his new home, he dubbed it the Bay of Bodies. With his mind newly awakened to truth of existence – that all lived to contribute to glory and wonder of his master – he smiled. He thought about all who had shunned him, tried to kill him, who did not understand him. He laughed, thinking about all the fools who did not understand their purpose in life that the greatest honor, the greatest glory, was to become a part of that which commanded the South Pole. “I shall awaken the minds of those who wish to serve, and I shall be a curse to those who try to prevent me from fulfilling their truest purpose.” That is the day he became Maledictus.


For 200 years, Maledictus cultivated the Awakened. At first, he prayed to his god for others to come, and lost ships would find their way into the Bay of Bodies. He would share his message. Some would join him. Those who did not were given as offerings. The ships that came into the bay were lashed together, to help create a makeshift floating city. As more came in, some ships were run aground and others were broken down in order to be converted into structures on the cliff face. The small enclave quickly became a village, then a town, and then a city. The larger ships were tasked with protecting the people via a “wall”. Still other ships were sent out to spread the good news and bring other true believers, as well as sacrifices, back to what the people had begun to call Hereafter.

Maledictus was a kind and benevolent leader to those who joined their cause, and cold and ruthless to those he believed refused to see the truth of their life. Those who joined and became one of the Awakened had to make an offering, just as Maledictus had done. Therefore it was easy to tell an Awakened. Many were missing an eye, choosing to make the same sacrifice as their leader. Others gave ears, noses, hands, tongues, and so forth. Others would have a large portion of their skin flayed and offered, the scarring was worn as a badge of honor. For those who chose to continue to sleep, to not have their mind awakened, they would be offered up completely. They would often be killed, or left only on the very edge of life. Sometimes they would seek out their lord and watch the bodies be absorbed into the afterlife. Other times they would leave the offering some distance away, and it would be gone by the next day.

Many ships would enter the Bay of Bodies. Only those ships under the control of the Awakened ever left again. Maledictus was not discriminatory against those who came. All races were represented, and he did not rule with an iron first. He was advised by a council of elected members of the Awakened, each hailing from a district of Hereafter. They were content that they were heard, but not would ever go against their leader, the voice of the afterlife.

Maledictus was pleased with how his home had grown, how his ranks had swelled. There were still so many who did not know the truth. He sent representatives out to continue to spread the word, but he also began to come up with a new idea. They had given so much to the afterlife. Perhaps, as a boon, it would give something back to them, an avatar of its power and will. Maledictus called in his clerics and began to make his plans…

So dear readers, what do you think of the Awakened? I love it! Sound off in the comments below.

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!

“It’s been a while,” the clergyman thinks as he gets out of bed and reaches for his prayer-book. It hasn’t held interest for him in years, but today, for some reason, he feels compelled to grab the book off its near-permanent location – the bedside table.

Also on the table sits a pile of gold and bank notes – extortion fees from the nobles he is blackmailing. The scheme is simple – the nobles come to the cleric to confess, a process during which he remains anonymous. The cleric makes a note of the noble’s sin and identity and then years later collects his money via blackmail, long after the noble has confessed.

Sighing, the clergyman opens his holy book to begin his prayers and he throat becomes dry. Cold sweat breaks out on his brow, his back, and under his arms. The pages of his prayer-book are defaced. Right over the text someone has painted a face with two large, black ears. Behind him a voice speaks.

“If only you hadn’t given up your prayers for the pursuit of wealth, you may have received our warning in time.” The cleric does not turn around. His face curls in terror and he can only let out a whimper followed by a sob.

“We cannot show mercy to those who cannot save themselves.”

“Please!” the cleric finally musters the strength to save between tears. It is not enough. Before he can say more, he looks down on the floor and sees the carpet stained with blood. His blood. Dripping from his own white robes and from the end of the blade sticking out of his stomach.

Dark Whispers is secret organization of Gnome Assassins operating in Aeranore. They seek to right anything they deem an injustice through intimidation and murder.

The Founding of Dark Whispers

‘Nuff said.

The gnomes fled Parian many millennia ago due to the violent persecution of their race at the hands of a human emperor. A mass exodus of humans and gnomes from Parian landed on Findalay and founded Aeranore. For thousands of years after that exodus, the gnomes and humans worked side by side building a better life in Aeranore.

Then Maldwyn the Mad King sat Aeranore’s throne. His paranoia and suspicious nature made him fear the gnomes’ ability with magic. Maldwyn ordered all gnomes be removed from The Council of Mages and then demanded every member of the race be rounded up and put into walled camps. Any who spoke out against the actions of Maldwyn were immediately put to death. The gnomes had few allies amongst each other, let alone from other races. However, a group of courageous gnomes rose up and decided to take action against Maldwyn. They became everything he feared, mastering illusion magic and stealth. One night, they infiltrated Maldwyn’s court, killed Maldwyn, and all of his advisors. The victims’ ears were blackened, for the gnomes had poisoned them via the ear canal while they slept soundly.

The king’s brother, Madrin, took the throne and immediately did away with the camps. He never searched for his brother’s assassins. Many believe the gnomes intimidated Madrin, explaining his actions and lack of retribution.

Since there was never a warrant issued for the arrest of the gnomes who killed Maldwyn, they remained free. The vowed to never again suffer injustice at hands of another race. Folks took to calling the clan of assassins Dark Whispers, a name taken from a poem written about The Night of Black Ears by, Namfadring Dazlittle, a famous gnome bard (whom may have been a member of Dark Whispers).

The Manifesto

This lady ain’t messin’ around.

Dark Whispers has set forth a code for dealing with those they deem unjust.

  • Those in power have no one to keep them in check; therefore we shall be the judge, jury, and executioners of those with power who oppress those without.
  • All people are flawed. Before they are delivered judgement, they must first be given a symbol which warns them they are giving into evil temptation and will soon be dealt justice if they cannot change their ways.
  • There are no third chances.
  • There will be no warning given to those who take action to intentionally harm the gnomish peoples as a whole. These are the worst kind of criminal and shall be dealt a swift justice. We cannot allow our race to risk suffering again.
  • Those in power hold many of the cards and only a preponderance of evidence is needed to convict them.
  • The word of the common folk is worth twice as much as that of nobles.

By these rules Dark Whispers deals out judgement.


No one knows the structure of Dark Whispers or how one joins the organization. Dark Whispers could be as small as ten gnomes or could have hundreds of members. To this day there is very little proof they exist. Copies of their manifesto can be found and occasionally a noble finds a face with two black ears on a piece of parchment of carved into his or her furniture, but this could be and most likely is someone playing a childish prank. It’s the Exploration Age equivalent of Bloody Mary in many people’s eyes.

Still occasionally one of those nobles who has received the sign does become a corpse. The nature of this organization and the tales surrounding it have become of great concern to Queen Icillia IV and her court.

Remember how David had a fox… I’ve got a pet too.

Dark Game

Queen Icillia IV has publicly expressed her own disgust with Dark Whispers, an organization she fully believes to be real. Though she speaks out against the organization, she has never received a mark of warning or threat otherwise, strengthening the belief for many that there is no Dark Whispers. Other argue that while Icillia rails against the organization, she has done nothing under-handed during her time as Queen of Aeranore and therefore Dark Whispers continues to let her live… for now.

Either way, the queen has launched her own investigation into Dark Whispers. Many say a dangerous game of imbedded spies and double agents has begun. Who is working for whom is unclear and loyalties are fluid. Of course, publicly, no one is really sure what’s happening, since the existence of Dark Whispers has yet to be confirmed.

There are a lot more pictures of badass gnomes on the internet than I thought.

More Rumors

Here are some other rumors about Dark Whispers:

  • The organization is currently run by a racist gnome supremacist who has plans to use Dark Whispers to eliminate all humans and other non-gnomes in Aeranore.
  • Dark Whispers is no longer exclusive to gnomes and the organization may contact all types of like-minded specialists to join.
  • Dark Whispers has grown beyond Aeranore and now has branches all over Canus.
  • Solving the plight of warforged slaves in Bragonay has become a primary focus of Dark Whispers.
  • Queen Icillia was assassinated by Dark Whispers long ago and has been replaced by a doppleganger in service to the organization.
  • There is no Dark Whispers. The rumors were started by Madrin, who actually desired the throne for himself. He murdered his brother and Maldwyn’s advisors. Since that time Aeranore’s Royalty has used Dark Whispers as a cover for a few assassinations.
  • The deep gnomes of The Underdark have their own branch of Dark Whispers known as The Lightbringers, but they are assassins for hire.

The idea here is that DMs can choose which of these rumors they want to be true or not about Dark Whispers. Or perhaps they could add their own and keep the players guessing!

If you like what you’re reading, please check out my podcast on The Tome Show, follow me on Twitter, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

I have two gaming groups, both of which will be playing in Exploration Age.

Originally, when I asked them what they wanted to see in the world, one player suggested that the two groups work for rival adventurer’s guilds. He also suggested we do the occasional megasession with both groups racing to get the same artifact or teaming up to defeat a greater foe.

Now, I’m not married to that idea, especially since megasessions are quite unwieldy and difficult to DM, but two groups of rival adventurers’ guilds seemed an awesome addition to the world! The parties won’t be forced to join one or the other, but the options and perks will be there for them.

Dungeons and Dragons has always played upon the dichotomy of good and evil, but there is the lesser explored dichotomy the game also encourages. It is one of law and chaos. In Exploration Age, The Explorers’ Guild is chaotic and freeform, with just enough rules to keep the money and jobs flowing into the organization. The Society of Seekers is more structured and has better definition to rules and regulations for its members. In their eyes, a job well done is better than a job that’s done by any means necessary.

My last post spoke about The Explorers’ Guild. I also mentioned The Society of Seekers in that post and now I’d like to show you a bit more of that organization now.

How The Society Came To Be

Shouldn’t we have some heroic music or something?

The Society of Seekers was started when a group of Explorers’ Guild mercenaries began to tire of the The Guild’s reputation as a group of merciless thugs who could get any job done, no questions asked. The Guild had some corrupt leaders and no standard structure from chapter to chapter. They thought the organization was one of braggarts and bullies, and the loudest thugs got the best contracts. They didn’t like that a mission accomplished by adventurers breaking laws and piling up damages and bodies received the same reward as a meticulous, legally sanctioned operation. It seemed Guildmasters were chosen for their popularity rather than merit. So these adventurers left The Explorers’ Guild and started their own organization.

For fifty years the two organizations coexisted in a tense environment, always trying to beat each other out for the biggest contracts. Soon, patrons realized they could contract both organizations for a job and pay the one who completed it, doubling the chances their quest would be fulfilled. The two organizations were so anxious to beat the competition, they gladly engaged in these missions to prove the other unworthy.

The Guild Wars

As the competition between the two organizations grew, so did their hate for one another. Jeers turned to practical jokes which turned to violence. Parties sent on the same mission would attack one another to ensure only their organization could fulfill the contract. It’s unclear who struck the first blow, but the two eventually took their feud into the streets of Findalay and Parian’s cities. A bloody, international gang war began.

During the time of this war, many patrons took advantage of the two organizations’ hate for one another to drive their contract prices down. This did not help quell the war. The worse things became the better the deals were for the patrons, ensuring a cycle of violence.

Then, almost fifty years after the feud turned bloody, The Plague of Undeath ravaged the land. Death knights, lead by Aeranore’s Highest Councilor Mage, a gnome called Fletcher Correll, used the undead to cut down a part of the king’s army. With the help of the rest of The High Council of Mages, he then used the slain to create an army of undead. Fletcher desired a kingdom just for his gnome brethren and was determined to carve one out in Findalay.

Other nations came to Aeranore’s aid, but every soldiers death added to the ranks of undead. Something had to be done before all fell to The Plague. The Society of Seekers and The Explorers’ Guild held their first ever summit. They called a truce and settled terms in The Finders’ Treaty, which lays out the rules for the two guilds’ relationship and interactions. The Treaty signed, the organizations came together to stop Fletcher Correll.

Today, that begrudging peace has lasted almost 100 years. The two organizations don’t always get along and still compete for business, but at least they aren’t knifing each other.

Undead. For when you need a common enemy.

The Finders’ Treaty

So what’s exactly in the treaty?

  • Members of The Explorer’s Guild and The Society of Seekers shall not take up arms against one another.
  • If the two organizations compete for a contract, the one first awarded the contract by a patron is the only party allowed to pursue that contract. The second party must decline any offers made for the same job.
  • Once a year, the Finders’ Festival is held in Aeranore and it is a chance for leaders to come together and discuss any problems and come to solutions. Members of either organization are welcome to attend and partake in revelry and physical and mental competitions that put the organizations on opposed teams.
  • Those who disobey the tenets set forth in The Finders’ Treaty will be removed from the organization and pending the offense could be charge a hefty fee, publicly shamed, or put to death.

Contracts with The Society

The Society of Seekers has a slightly different contract than the The Explorers’ Guild.

  • Patrons pay 50% upfront and the other half when the job is complete.
  • Patrons may give up to ten specific parameters for any reason in a contract. (e.g. do not torture any suspects, use no lethal force, let no one outside The Society know of your mission, etc.) For each parameter broken during the contracted job, the patron will be given a 5% or more discount off the original fee.
  • Patrons are guaranteed direct contact with The Society party contracted to them. If they so choose they can help oversee the operation with the local Society Baron. A patron can hand pick a Society party of their choice.
  • The Society of Seekers takes personal responsibility for any mishaps during a contracted mission. They will pay for damages of goods and people they were meant to protect in the unlikely event of such a thing.
  • At any time for any reason, a patron can request a new party be put on the contract and that request will be honored.
  • The Society of Seekers will replace a dead or otherwise incapacitated party of adventurers if the contract can still be fulfilled at the time of death or incapacitation.
  • Patrons are guaranteed rigorously tested, experienced adventurers working on their contracted job.
  • At anytime, for any reason, a patron can break contract and ask for his or her upfront 50% back.

The Structure of The Society

The Society of Seekers was founded partly because its original members believed the Guildmasters of the Explorer’s Guild held too much power. There own structure is, of course, different.

At the head of The Society is a President which, similar to High Guildmaster, is a yearly elected position. However the President does not work alone. He is part of the Top Executive Board which includes a Vice President, Treasurer, Parliamentarian, Secretary, and Registrar. All of these positions are annually elected. Each country has a chapter with a similar setup, though the President and Vice President position are the Governor and Lieutenant Governor. In local chapters these positions are Baron and Under Baron. The board runs the operations of their respective territories and are answerable to the boards above them. The Society of Seekers has Parliamentarians within their boards to help them amend and change their rules should the need arise. At-large members can also ask for recall elections of board members if 50% or more of the overall membership for the required region asks for it.

Being on the executive board is a mark of pride for many members of The Society, but it also comes with the perk of payment. Whenever a contract is completed by The Society the Top Executive Board gets 10% of the contract, the country’s board gets 10% and the local board gets 10%. The boards take their pay and pay the bills out of this debt. The adventuring party who completed the job gets the remaining 70%. However, if that party ignores or breaks one of the patrons parameters or damages property for which The Society is responsible, that penalty to the organization comes directly out of their pay (see above). Likewise, if the party is deemed to have done an excellent job, broken no parameters, and followed all the local laws and customs pertaining to the mission, the executive boards only take 5% each and the party gets 85% of the contract’s reward for themselves. Thus the party is encouraged to follow the rules within the contract and the law of the land.

Joining The Society of Seekers requires proof that an adventurer has completed a life-threatening mission (usually in the form of a recovered relic or a letter of recommendation from a former patron), a letter of recommendation from a member of The Society of Seekers, and a thorough interview process held during a formal dinner with a local executive board.

Every member must renew membership annually, by meeting with the Registrar of their local chapter and proving with official records they have completed at least one contract for The Society. At anytime an executive board can review a member’s status in the organization and force them out of The Society for misconduct or negligence. A member can appeal this decision by taking it to the board above the board which made the decision.

For the most part, The Society of Seekers holds themselves in high regard as courteous, clean, and chivalrous. This doesn’t mean that The Society doesn’t know how to have fun or see its fair share of corruption. After all, they were involved in a years-long gang war that cost many innocent lives.

Benefits of Being in The Society

For adventurers in The Society, there are benefits other than pay and easy access to jobs. Like The Explorers’ Guild they always have a place to stay in any settlement with a Society House, and have their mundane expenses, room, and board paid for when on a mission. Any items acquired while not on a mission that are not specified in the contract are the adventurers to keep.

A big benefit that is not an official practice of The Explorers’ Guild is The Society House Shop. Found within any Society House, the items purchased here is 20% off. The mages on hand usually have a few common consumable magic items and given a day or two can create a less common potion or scroll.

Accomplishments of The Society of Seekers

Careful now. They regenerate!

In its storied history, The Society has accomplished much. Here’s a few highlights.

  • 231 FF – The Society of Seekers uncovers the famed Ruins of Eloga and the technology discovered is used to power airships.
  • 257 FF – The Society of Seekers lays waste to the army of Vrelock the Troll King who threatened the isles of Marrial.
  • 305 FF – In rare team-up with the The Explorers’ Guild, the two organizations put aside differences and turn the tide of The Plague of Undeath and hordes of undead armies.
  • 397 FF – The Society of Seekers is the first to explore and discover ruins within The Damned Lands.

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