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    Default [Hourglass of Zihaja] The Final Chapter: Organizations


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    The Final Chapter:
    Organizations
    Last edited by Zeta Kai; 2012-02-24 at 09:45 PM.

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    Default Re: [Hourglass of Zihaja] The Final Chapter: Organizations

    Key

    Alignment: This is the alignment of the organization as a whole. Individual members need not have the same alignment, & some members could even have an opposed alignment, although they would be unlikely to last long in the organization. An organization’s alignment can change over time, depending on the circumstances, & is closely tied to its goals & activities.

    Founding: This is the year that the organization was founded, along with a note of how many years ago that was. If the date is approximate, then the year & age will be preceded by a tilde (~).

    Membership: This is the current number of members within the organization. This figure does not count allies or hirelings. This number is approximate, & can change rather quickly, depending on the circumstances.

    Influence: This is how far the organization’s influence can be felt from its epicenter. This is not to say that a member of an organization won’t go beyond their organization’s area of influence, it’s just that people outside of that area will be unlikely to have heard of their organization. Areas of influence are divided into categories: Local (a city-state or two), Regional (a region or other large geographical area), Continental (an entire continent), & Global (one or both of the worlds of the Kamala).

    Key Class: This is the class (or classes) most commonly associated with the organization. In this case, “class” may refer to a base class, prestige class, or even an NPC class. Not every member necessarily needs to have levels in the key class, but the organization as a whole revolves around the class (or classes). Not all organizations have key classes, so this line is sometimes omitted on purpose.

    Standard Member: This is a representative example of a member of the organization, described by race & class. This example portrays a relatively low-ranking member; high-ranking members are expected to possess additional levels &/or a greater variety of traits. While not all members need to conform to this stereotype, the majority of members reflect it to some degree; the race/class is more common than any other. Examples with multiclassing may not be the most common class option, but certainly the most common multiclassing option, & implies that members tend to multiclass more often than the average non-member of the general populace.

    Entry Requirements: This is a list of what a character needs to achieve in order to become a member of the organization. Some organizations have more stringent requirements than others, so this list can be rather long or very short. Once a character has become a member, these requirements need to be maintained in order to receive the full benefits of membership, as well as advancing within the organization’s hierarchy. This is also where entry fees & recurrent dues are mentioned.

    Identifying Item(s): This is a brief list of distinctive objects that are special to the organization & its members. While members need not have these things on their person at all times, they are useful for identifying members to one another, & so members often display these prominently.

    Overview: This is a synopsis of the organization’s origins, tenets, & agenda. Indeed, the very character of the organization is given here, so that it can be understood why it exists, how it operates, & what obstacles & allies it has encountered. The organization’s religious & political influences & affiliations are discussed here as well.

    Notable Members: This is a short list of the organization’s most noteworthy current members. The reasons for their notoriety are not given, but it can be assumed that everyone in the organization has heard of them & knows something about why they are famous (or infamous, as the case may be). Past members of import are usually mentioned in the Background or Ex-Members sections, while the organization’s leaders are noted in the section of the same name, below.

    Leader(s): This is a list of the people who are at the very top of the organization’s hierarchy. In cases when only a single person is in charge of the entire organization, then just one name is given. Only the name, title, alignment, race, gender, & class levels of the leaders are given; other information about these individuals is either mentioned elsewhere or is not mentioned at all.

    Hierarchy: This is a breakdown of the organization’s internal structure, if any. Any major titles are listed here, along with their relative positions & common duties. Some organizations lack any kind of chain of command (be they egalitarian, decentralized, or just in a state of disorder), so this line is sometimes omitted on purpose. Unless it is otherwise stated, half of an organization’s membership is of the lowest rank, & each rank has half as many members as the rank below it.

    The mechanical benefits of membership at these levels (which are a product of training gained from studying with other members), if any, are also listed here. Members can only possess benefits from ranks that they have personally held (meaning that a member that skips a rank for any reason will not possess the benefit for the skipped rank), but they will retain any benefits from other ranks as long as they remain a member of that organization. Any benefits gained via membership cannot be used to qualify for feats, prestige classes, or other personal character development, & all benefits of rank are lost upon leaving an organization.

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    Default Re: [Hourglass of Zihaja] The Final Chapter: Organizations

    Al Jald wa Janzir

    Alignment: Lawful Evil

    Founding: 37 AF (318 years ago)

    Membership: ~2,200

    Influence: Continental (Central Continent)

    Standard Member: Human Ranger 2

    Entry Requirements
    • Possess a non-Good alignment (switching to a Good alignment later carries no real penalty).
    • 5 or more ranks in Intimidate or Use Rope.
    • Must have personally captured & enslaved more than one sentient creature.

    Identifying Item(s): a whip or flail, a length of rope or chain, a pair of manacles

    Overview
    Slavery is an all-too-common practice in the world of Siraaj, one that dates all the way back to before the Age of Kingdoms. The Empire of Admaja outlawed the owning of slaves within its borders, but after the empire fell, many communities returned to slavery out of perceived necessity in the wake of the Pactspell.

    Shortly after the Ten Dark Years, while most of the Central Continent was slowly recovering from the devastation of that wretched time, a brutal war was fought among rival slaving gangs. Eventually, an alliance formed among the survivors, & the insidious union known as the Whip & Chain (al Jald wa Janzir) was born. Today, this cartel of slavers has agents operating across the continent, looking for vulnerable people to capture, “train”, & sell to the highest bidder.

    Members of this dreadful syndicate work in secret at all times, so much so that many have never heard of their name, only knowing of a vague dark presence in the world, a blacker shadow in the night. Even those that do know the name of the group have only a few scraps of concrete information, much of it distorted by rumor, hearsay, & deliberate distortion. Unfortunately, most of those who are knowledgeable of the group & its activities are among its many victims.

    Feared & hated throughout the continent, even the mentioning of the cartel’s name is enough to elicit prayers & curses from those familiar with them. Many have tried to curtail their vile efforts, or even to eliminate the network entirely, but whenever they are expunged from one area, they arise in another place to prey upon a new populace. Their evil efforts have a tendency to breed mistrust & paranoia, as people become suspicious of the intentions of a stranger in their midst.

    The Whip & Chain (often shortened to simply Al Jald) exists for only one reason: profit. As long as it is cost-effective to buy & sell slaves, they will exist in one form or another, ready to take advantage of the weak & the unwary. They have no moral boundaries, & indeed, it is encouraged that those within their association do whatever it takes to perform their abominable duties. Torture, rape, murder, & all other manner of transgressions are committed regularly by their members, making the cartel as a whole the bane of all that is just & good.

    The syndicate is universally unwelcome by those in power, although they always seem to find places where political officials turn a blind eye to their activities. More often, they are able to function unnoticed by authorities, stalking targets from the shadows. They usually choose those that won’t be noticed or cared about, snatching them quietly & taking them to one of their hidden safe houses. The church of Maqur is the only religion that tolerates the network, although they sometimes find allies among the followers of Johoum & Martuakh.

    Notable Members:
    • Zeph Zuhub, the Demon of Darzi Hill (Lawful Evil, Rogue 5), half-ghul male
    • Anan, the Whispering Wind (Neutral Evil, Ranger 8), hawasabi female
    • Mubarak gar Sinn, the River Wolf (Lawful Neutral, Sorcerer 10), gnoll male
    • Naz “Smiley” Nadim (Chaotic Evil, Fighter 12), human male

    Leader(s): Unknown (believed to be a council of several individuals)

    Hierarchy:
    • Stalker: The lowest rank of the organization, new members tend to find themselves serving as Stalkers. This rank is tasked with a simple yet crucial role: to find people that would make good slaves, preferably those that can be easily captured. This job quickly gives them a predatory stare known as the Stalker’s Eye, a look that others find universally disturbing. Ostensibly, they are supposed to simply identify potential victims for enslavement & report to the Binders for the actual capturing, but those who want to ascend in the ranks quickly learn to be more proactive & do the capturing themselves. They are often seen as expendable by higher-ranking members, & are given little sensitive information as a result, often only knowing how to reach a Binder once they have selected a good target. Benefit: A +1 circumstance bonus on Search & Spot checks, which increases by +1 for every rank beyond Stalker (for example, a Scourge has a +4 bonus, while a Director has a bonus of +6).
    • Binder: Members who have proven ready, willing, & able to find suitable targets for enslavement are given the rank of Binder, although many will find that the promotion is a cold comfort. The career of a slaver can be a short one, & no task within the organization is more dangerous than the capturing of new slaves. It takes a special kind of villainy to take a person against their will & condemn them to a life of pain, humiliation, & servitude. Those that excel at such a distasteful task are considered the most valuable agents within the cartel, & are treated with great respect, even though they are rarely promoted. Benefit: A +4 insight bonus on all grapple checks.
    • Warden: Once the Binders have captured a victim, the potential slave is typically handed over to a Warden, so that the Binder can return to his repugnant duties as soon as possible. Wardens are usually chosen from the less-competent members of other ranks, & are widely considered inferior to even Stalkers, which they technically outrank. Their job is simply to hold new captives & prevent their escape, so that they may be “trained” by Scourges. They also transport prisoners to & from safe houses, & for this reason, they must be trusted with a damning amount of information about the networks operations & facilities. Benefit: A +6 morale bonus on Intimidate & Use Rope checks, but only when used in regards to one’s prisoners.
    • Scourge: Within the confines of one of the syndicate’s safe houses, new slaves are physically & mentally conditioned for their new life, forced to submit to the “training” of special “instructors”. These dreaded agents are known as Scourges, & their title is well-deserved, as they are almost never seen without the titular whips & chains. They beat, molest, & flail their captives, inflicting all manner of physical & psychological torment. They break down their victims, taking days, weeks, or even months to convert them into pliant, obedient servants. Only those who enjoy such sadistic duties last for long as Scourges, & those who have long held such rank are frighteningly adept at forcing others to submit to their will. Benefit: Once per day, the ability to emulate the effects of a dominate monster spell (prisoners only); the duration, though, is only 1 hour per level; your caster level for this effect is equal to twice one’s rank within the organization (for example, a scourge would have a CL of 8, while a director would have a CL of 12).
    • Merchant: Once a slave has been properly “trained”, they are taken to a secret auction house, where they can be sold to the highest bidder. Those who arrange such sales & connect with potential customers are decorously called Merchants. They often have contact with legitimate traders in the local markets, & thusly know who would be willing & able to buy a slave or two. They tend to be more amoral rather than aggressively evil, although they are not above sending a slave back to the Scourges if he or she is not properly “trained”. Merchants are not only high-ranking members, but they also tend to be charismatic movers & shakers in the cartel, so they are privy to lots of sensitive information about the entire organization. Benefit: The ability to apply Appraise checks to people, to determine their potential worth; in addition, a +4 circumstance bonus on Diplomacy checks when attempting to sell a slave.
    • Director: The Whip & Chain is led by an enigmatic group of elite members known only as the Directors. No one is certain how many there are, or where they lurk, but they send orders out to the rest of the network, which are expected to be obeyed to the letter. Anyone who defies a Director’s order dies shortly thereafter, & it unknown how they are aware of such insolence. Some powerful individuals are suspected of being Directors, but no living person has ever been conclusively identified as such. It is said by some that the Directors themselves merely manage the syndicate, & that there exists a level of leadership above them that gives them orders from a shadow-within-a-shadow, but this rumor remains just that. Benefit: A +10 resistance bonus on all Will saves.
    Last edited by Zeta Kai; 2012-01-09 at 08:26 AM.

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    Default Re: [Hourglass of Zihaja] The Final Chapter: Organizations

    Al Juradi Juljula

    Alignment: True Neutral

    Founding: 328 AF (27 years ago)

    Membership: ~400

    Influence: Regional (Alhurus Lake, Red Sands, Sahra Basit)

    Standard Member: Kobold Rogue 3/Expert 1

    Entry Requirements
    • Possess a non-Good alignment (switching to a Good alignment later carries no real penalty).
    • 5 or more ranks in Knowledge (Arcana) or Knowledge (Dungeoneering).
    • At least 2 levels in a base class or an NPC class.
    • Must have previously delved into a dungeon of some sort, & can accurately describe it in some detail.

    Identifying Item(s): a tapping tool, a trap-striker bag

    Overview
    All across the continent, there are ancient ruins, remnants of ages & peoples long since past. Many of these sites still hold relics which may be of some value to historians, archeologists, collectors, sages, & other persons of niche interests. A few of these objects have even been known to hold magical power, making them precious to entirely different groups, who will pay even more for such coveted items. It is for this lucrative reason that groups like Al Juradi Juljula exist.

    Al Juradi Juljula (which literally means “the Skull Rats”) is a consortium based in the city of Darb which employs adventurers seeking to delve into ancient ruins. They provide maps, equipment, & personnel to registered members, in exchange for fees & a percentage of the monetary value of any retrieved relics. They also protect their designated sites from non-members, which does not endear the group to outsiders.

    Often just called Al Juradi or “the Rats”, the consortium’s members have honed their skills on the bones of their less fortunate comrades, using gains from past raids to assist & finance themselves. They are somewhat unscrupulous, although they are reasonably loyal to their contracted members & hired swords. They will pay handsomely for credible information about newly-discovered sites, & they are always looking to expand their territory, either by finding unclaimed ruins to explore, or by eliminating smaller operations will similar agendas.

    The group’s members tend to retire quickly, either from a big score or a crippling injury, but some enjoy the mystery & the thrill of danger, & have stayed in the business for far too long. These veterans tend to be the ones who take the biggest risks, & are thusly valued for the profits that they generate from their finds. Most of the relics recovered by the consortium are quickly sold off to the highest bidder, although they have been known to hold onto a few items of obvious magical power.

    For years, Shahla Shafiei has had agents of the Bulbul infiltrating Al Juradi to help her procure more binding relics. The leadership is aware of this infiltration, but they don’t know the identities of the spies, which only adds to the already-thick atmosphere of mistrust, rivalry, & greed. This tension can easily lead to betrayal & violence, which threatens to tear the group apart.

    Notable Members:
    • Nasrin wawa Ghari, the Sand Spider (Neutral Evil, Fighter 6), gnoll female
    • Khurth the Curse (Chaotic Neutral, Ranger 8), half-ghul male
    • Hathor Muhraq (Lawful Evil, Monk 5), hawasabi female
    • Sudi, the Ghost of the Rawasi (Chaotic Evil, Barbarian 7), aazlai male

    Leader(s): Master Abbas al-Tabarram (Lawful Neutral, Monk 12), human male

    Hierarchy:
    • Seeker: Newly-recruited members are typically tasked with searching for new ruins to claim, a difficult job that can prove deadly for those who go in unprepared. Most potential sites in the group territory are already well-documented, so a successful Seeker needs to either travel far & wide to the edges of the region looking for unclaimed ruins at the edges of the region, or they must brave the harsh desert sands, hoping to find a previously-buried site uncovered by the scouring winds. Neither prospect is very appealing, & they both require plenty of provisions in order to survive. Seekers who do well are generally offered a promotion to become a Defender, although an elite few can aspire to become a Delver directly. Benefit: A Seeker who merely passes within 10’ of a secret or concealed door is entitled to a Search check to notice it as if they were actively looking for it.
    • Defender: Every ruin that is claimed by the consortium is at risk of being raided by various parties: rival plunderers, independent grave robbers, squatters, monsters, & others. In order to protect their interests, Al Juradi has members who patrol their claimed sites, protecting them from such intruders. Defenders are supposed to only use violence as a last resort, & they are not supposed to search the ruins for relics themselves, but their task is a tedious one, far from headquarters, so they tend to disregard such protocols, acting as they wish. For this reason, they are feared & respected by those who understand their role, as they can be as dangerous & savage as any bandit or mercenary. Benefit: A +2 morale bonus on attack rolls made against any non-members trespassing within a designated site.
    • Delver: These valued members are responsible for much of the actual work done by the group, as it is their task to search claimed sites for relics & bring them back for analysis & sale. When people think of the consortium as a whole, it is a romantic image of a lone Delver that they most likely picture, skulking into some lightless tomb, torch in one hand, pickaxe in the other. That example is mostly accurate, although it is only part of the whole story. In reality, Delvers usually work in small teams of 3-6 members, they are typically given detailed instructions on where to go & what to look for, & they generally need to be well prepared, as designated ruins (which are actually above-ground as often as not) are usually in remote & dangerous areas. They rarely get promoted to higher ranks, regardless of skill or experience, as they most likely either retire rich or retire injured. Benefit: A Delver gains Stonecunning, exactly like that of a standard dwarf.
    • Evaluator: Once a relic has been retrieved from one of the group’s sites, it needs to be catalogued, analyzed, & categorized according to use & value. This task is performed by the Evaluators, who mostly operate out of Darb, along with a few satellite offices in other cities, such as Meraya & Babalarud. They sort through all of the objects brought back by the Delvers, find the ones that someone will pay for, & then prepare them for sale on the black market. The job is fairly risk-free (unless you count the many cursed items), & the opportunity to take a powerful item for one’s self is ever-present, so many members are eager to attain this rank. However, the screening process is notoriously difficult, so very few applicants ever become full-fledged Evaluators. Benefit: A +4 insight bonus on all Appraise & Spellcraft checks.
    • Curator: The highest official rank within the group, the Curators are responsible for coordinating the consortium’s efforts, managing its funds, & selling the relics that they have amassed. They have established a clandestine network of merchants, mages, & other collectors who are willing to pay for such things, which is likely the most extensive black market for magical items on the entire continent. The profits from these sales allow them to finance Seeker expeditions, Defender supplies, Delver equipment, & other such expenses. There are only about a dozen or so Curators at any one time (most of them working near the main headquarters in Darb), & they answer only to the founder of Al Juradi, the reclusive & enigmatic Master Abbas al-Tabarram. Benefit: A Curator gains Leadership as a bonus feat, even if they do not meet the prerequisites; if Leadership is not permissible, then substitute a +4 inherent bonus to one’s Charisma score.
    Last edited by Zeta Kai; 2011-11-07 at 03:37 PM.

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    Default Re: [Hourglass of Zihaja] The Final Chapter: Organizations

    Al Sihr Qanissi

    Alignment: Neutral Evil

    Founding: ~5 AF (~350 years ago)

    Membership: ~8,900

    Influence: Continental (Central Continent)

    Standard Member: Human Warrior 2

    Entry Requirements
    • Must not be capable of casting spells of any kind (although ranks in Use Magic Device are acceptable, as are the possession & use of magic items).
    • Must own a wand of detect magic with at least one charge left on it (this wand need not necessarily be replaced once the member has joined, but it is encouraged).

    Identifying Item(s): a quartz crystal, a wand of detect magic

    Overview
    In most places on Siraaj, especially in the Central Continent, the use of magic is hated & feared by the common people. Magical beings are abhorred, mages are ostracized, & magical items are banned. This is largely because of a broad cultural backlash against magic that began with the Pactspell, & was exacerbated by the Ten Dark Years & its lingering effects. Mages, genies, & a single arcane ritual brought about death & devastation on a scale previously unimaginable, & the conclusion that many of the survivors reached was that magic, already a dangerous & mysterious thing, was intrinsically evil, & would lead to the ruination of all that it touched.

    From this conceptual seed was born the Magic Hunters, officially known by their Common name, Al Sihr Qanissi. Founded by the first Anti-Mage, the zealous & charismatic Imam Tahir Dahab Naqiy, the movement has condemned the use of magic for any reason. They proclaim that magic is somehow destroying the world, undoing the work of the creator, & that every spell cast, every magical item forged, & every magical creature born brings all of Siraaj that much closer to another cataclysm.

    The Qanissi, as they are often simply called, are a popular movement among the lower class of the continent, which comprises the vast majority of the populace. They search everywhere for sources of magic, so that they can be exposed & eliminated. As they genuinely believe themselves to be the salvation of the world, they tend to be quite zealous in their efforts to eliminate magic in all forms, which can sometimes lead to extreme acts.

    The movement has been known to persecute people with magical abilities, such as numari, sorcerers, & even clerics. While they generally are more lenient toward users of divine magic than they are toward arcane magic users (who are said to be in league with demons), their members are often caught up in the moment & are unable (or unwilling) to tell the difference. They have been known to burn down the homes of confirmed (or even suspected) mages, & numari are often sequestered in ghettos to keep them from “tainting normal people”.

    Despite their popularity, the Qanissi are opposed by many other groups, for various reasons. The Pashatai are avid users of healing magic, the church of Adimas is a proponent of magic in general, & the Sidarites object to their use of violence as a means to achieve their ends. There are several secular organizations that work against them, as well, including the Alchemy Guild, the Brothers of Stone, the Bulbul, the Dar-Amal, & many others. They remain undaunted in the face of adversity, though, & while they may acknowledge that their ultimate goal of completely ridding the world of magic may take a long, long time, they nevertheless are resolute that they will achieve this dream someday, however long & difficult the journey.

    Notable Members:
    • Rashne gar Baada, the Bane of Mages (Lawful Evil, Rogue 8), gnoll male
    • Zhir ul-Zaqazu (Chaotic Neutral, Fighter 10), lizardfolk male

    Leader(s): Currently, none (their former leader, Anti-Mage Rashida Kalla Hechem, was recently killed in a purge of a numari safe house)

    Hierarchy:
    • Informant: Whenever there is a sighting of some magic phenomena, it is usually reported to a member of the Magic Hunters, who will look into the incident & determine if it warrants further action. These investigators are known as Informants, but the term is something of a misnomer. In decades past, when the movement was much smaller, these dedicated people would have to gather information firsthand. But nowadays, each Informant typically has a network of 3-30 local citizens who report to them about any suspicious activity, which spreads their influence much farther than their official membership would suggest. They travel often between settlements, talking to the people within their jurisdiction & finding evidence of magical occurrences, objects, or entities. Once they have a decent case (which can vary wildly in credence), they are supposed to report their findings to the nearest Spark-Seeker. They are not supposed to directly engage any source of magic, but this rule is commonly violated for various reasons. Benefit: A +2 insight bonus on Gather Information, Search, & Spot checks when looking for evidence of magic, which increases by +2 for every rank beyond Informant (for example, a Spark-Seeker has a +4 bonus, while an Anti-Mage has a bonus of +8).
    • Spark-Seeker: Once a magical incident has been documented, the report is given to a Spark-Seeker, so that they may find who or what is responsible. Their task is to eliminate the source of a magical occurrence, be that a person, a creature, or even an object. In the case of living sources, a Spark-Seeker will attempt (at least in theory) to persuade the offending creature to refrain from using magic. Those beings that are Magical items are obtained via any means necessary, so that they may be sent to an Anti-Mage for destruction. A creature than cannot (or will not) cease using magic is often targeted for harassment or worse, although the movement does not officially sanction the use of violence, however common it may be. Spark-Seekers are the most public face of the Qanissi, & are therefore in the most dangerous position, as many of them have died under mysterious circumstances over the years; the group’s propaganda even mentions this when they speak of “retaliation from mages & half-blooded demons”. A member of this rank that excels at his or her job can quickly earn a promotion to Dispeller or even Anti-Mage, provided that they are able to pass the tests of fidelity & aptitude needed to become a specialist. Benefit: A +4 circumstance bonus on all Spellcraft & Use Magic Device checks.
    • Dispeller: Something of a niche role, the rank of Dispeller came about in response to the need to counter a mage’s ability to wield magic against the organization. Most other sources of magic are not directly threatening to the Qanissi, but even a low-level arcanist can be a daunting adversary, if so motivated by persecution. Thus, the Dispellers were formed with the idea to fight magic with magic. These highly-trained specialists are taught how to find & exploit a mage’s weaknesses, & are the most likely among the movement’s members to carry magic items (besides the ubiquitous wands of detect magic, which are considered exempt from their usual ban on magic). Other members are somewhat put off by the Dispellers, as they feel that the use of arcane magic somehow taints them, leaving them vulnerable to corruption & vice. Some members even speak openly about “enemies within their midst” & “a return to purity”, which has only widened the schism within the group. Members of this rank rarely move on to become Anti-Mages, & most see this rank as a necessary evil & not a rung in a ladder towards leadership. Benefit: Once per day, the ability to emulate the effects of a dispel magic spell; their caster level for this effect is equal to his or her Hit Die (an Anti-Mage can emulate a greater dispel magic spell, & can do so twice per day).
    • Anti-Mage: The highest rank among the Qanissi, the Anti-Mages represent an ideal; they are powerful without an external source, might without magic, purity without influence from the arcane. They are the elite within the organization, those who have faced off against magical forces & survived time & time again. They are greatly respected within the movement, & their every word carries much weight in the hearts of members. Their task is to coordinate the actions of lower-ranked members, to spread the group’s influence, to combat magic users that have been judged as irredeemable, to destroy magic items. This last point is the cause of some controversy, however, as a major scandal has recently erupted, shaking the entire movement to its core. It has come to light that many magic items are not immediately destroyed, as was previously asserted, & in fact, most Anti-Mages have kept a secret cache of useful items. While the ostensible purpose of this practice is to battle magic users on more equal footing, it has caused more than one Anti-Mage to resign in disgrace, many members have been left disillusioned, & the debate about the appropriateness of using magic items (including wands of detect magic) is threatening to turn into a movement-wide schism. Benefit: An Anti-Mage gains Spell Resistance equal to 14 + his or her Hit Die; if they already have Spell Resistance, then the two sources do not stack, so only the best SR is used.
    Last edited by Zeta Kai; 2012-01-09 at 08:27 AM.

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    Default Re: [Hourglass of Zihaja] The Final Chapter: Organizations

    Al Ukhuwa

    Alignment: Chaotic Evil

    Founding: ~274 IR (~910 years ago)

    Membership: ~200

    Influence: Local (Sa’ifah)

    Key Class: Rogue

    Standard Member: Human Rogue 2

    Entry Requirements
    • 5 or more ranks in any two of the following: Forgery, Hide, Intimidate, Move Silently, or Sleight of Hand.
    • Must get a tattoo of the organization’s symbol on the back of one’s left hand.
    • Must pay 50% of all gains acquired during “jobs” to the organization.

    Identifying Item(s): a tattoo of a crescent moon crossed by a dagger

    Overview
    The city-state of Sa’ifah is a beautiful place, full of lush gardens & fertile farms, a welcome change of pace from the arid wastelands that cover most of the continent. But the City of Green has a dark secret, a hidden underbelly of theft, violence, & vice. The source of this corruption is the powerful thieves’ guild known as Al Ukhuwa (“the Brotherhood”), a union of burglars, cutthroats, & pickpockets, who hold a monopoly on the crime in the area.

    Founded in the early imperial era, before the then-capital of Ilud was razed, rebuilt, & renamed by the Empire of Admaja, the Brotherhood has been operating continuously for centuries. They control a vast network of tunnels underneath Sa’ifah, which are remnants of the old city that now serve as sewers & catacombs. There are still half-buried buildings & vaults down there dating back to the pre-imperial era, & many of these are used by Al Ukhuwa as safe houses, brothels, slave auctions, drug dens, smugglers’ stores, & other centers for illicit activities.

    Unlike thieves’ guilds in other cities, the Brotherhood is as tightly-knit as its name suggests. While they are behind most of the crime in the city & its surroundings, the actual membership is relatively small, with only a couple hundred official members. These like-minded individuals support one another as if they were one large family, & they ruthlessly crush or absorb any & all competition. All members must bear their symbol, a crescent moon crossed by a dagger, on the back of their left hand, & any non-member who wears such a tattoo risks getting their hand chopped off for the offense of pretending to be a Brother.

    Needless to say, they are a thorn in the side of the city’s vizier, Aden aq-Zarqa. The Brotherhood is his largest problem, as their predations are a threat not only to his authority, but the stability of the city-state itself. The republican guard has proven powerless to stop the Brotherhood, & the locals are desperate to end (or at least contain) this escalating lawlessness. The previous vizier was in the guild’s pocket, but aq-Zarqa has proven to be incorruptible, & cannot be bribed, blackmailed, or otherwise bought like his predecessor. He has, therefore, already been the target of an assassination attempt, & rumor has it that another strike is imminent, which are believed to be commissioned by Al Ukhuwa.

    Notable Members:
    • Nashwa, Our Sister-in-Arms (Neutral Evil, Barbarian 5), human female
    • Father Tarib al-Ard (Lawful Evil, Rogue 7), half-dao male
    • Grandmother Jawhara (Chaotic Neutral, Bard 11), hawasabi female

    Leader(s): The Merciless (Chaotic Evil, Wizard 13), half-ghul male

    Hierarchy:
    • Brother/Sister: About half of all members of Al Ukhuwa are in this entry-level rank, a place for those who have not yet fully proven themselves as capable parts of the family. They are said to have potential (otherwise, they would not be members in the first place), but they are considered untested. Each of them is accompanied by an elder brother (or sister), who teaches them in the ways of the Brotherhood. They learn the guild’s tried-&-true methods for picking pockets, infiltrating homes, & robbing citizens, techniques that they must practice if they are to advance within the organization. Their training focuses heavily on the art of stealth, for it is said that “all locks are opened for those who become invisible” (a popular proverb among members). In order to earn a promotion, a brother/sister must single-handedly perform a feat of larceny that impresses the elder brothers, & be officially recognized for the act. This usually involves pulling off some daring heist, like a daylight raid of a sultan’s palace, or the theft of a heavily-guarded magical item. This practice is extremely dangerous, as many ambitious members try to outdo past stunts, & thus most of the deaths of members can be attributed to failed attempts at impressing their peers. Benefit: A +2 competence bonus on all Hide & Move Silently checks, which increases by +2 for every rank beyond Brother/Sister (for example, a Father/Mother has a +6 bonus, while a Grandfather/Grandmother has a bonus of +8).
    • Brother/Sister-in-Arms: Once a member has proven themselves to the elder brothers, they will be given added responsibility within the Brotherhood. They will be tasked with identifying new targets, setting up heists, lending support on “outings”, distracting authorities, & other logistical duties. These functions often involve a lot of analysis, & thus this rank tends to give members an eye for seeing the weaknesses in opponents, buildings, security measures, & other such systems. Members of this ranks are trusted by the guild as a whole (in as much as one can trust a thief, anyway), & so they are often given assignments that would be almost impossible for a common bandit to complete. Brothers-in-Arms tend to be a somewhat violent lot, & as such they often freelance as assassins (a service that Al Ukhuwa only provides to its most exclusive clients, as they do not want to attract too much negative attention from authorities). Members of this rank also need to perform some impressive criminal act in order to garner a promotion, but what qualifies as remarkable for them increases exponentially; luckily for them, their failures are far less likely to prove fatal, as they usually have the skill required to survive a botched heist or an assassination-gone-wrong. Benefit: A +2d6 bonus to Sneak Attack damage; if a member does not already have the ability to use Sneak Attacks, he or she gains the ability to do so at this time.
    • Father/Mother: Often called “elder brothers” by members of lower rank (a title that they share with grandfathers), these masters of crime are the elite of the Brotherhood. They spend most of their time training junior members in the illicit arts, teaching them how to pick someone’s pocket, how to sneak around unnoticed, & how to tell a convincing lie in any circumstances. When they aren’t mentoring others, they are honing their own skills, focusing of lock picking & other delicate operations. Only occasionally are they involved in actual “outings”, & even then they are usually just there to evaluate junior members or lend specific support for particularly tricky jobs. Promotions are rare at this rank, as members are in the Brotherhood for life, & with their level of expertise, only the most spectacular crimes could warrant advancement. Benefit: A +6 insight bonus on all Open Lock & Sleight of Hand checks.
    • Grandfather/Grandmother: At the top of the Brotherhood’s chain of command are the Grandfathers, or at least they used to be, before the rise of the Merciless. Once the nameless wizard took control of Al Ukhuwa, the governing council, where each of the 13 Grandfathers was afforded equal status, was dissolved. Today, they mostly coordinate the guild’s efforts, draft plans for future “outings”, manage the organization’s finances, & perform other such administrative duties. Even in the earliest days, though, members of this rank almost never participated in hands-on field work, prefering to direct things from the safety of the shadows. Contrary to the rank’s name, the Grandfathers are not necessarily elderly, & in fact the youngest of them (Jawhara) is only 29 years old. Whereas it was once bestowed upon the most talented & accomplished among the elder brothers, it now seems to be used by the Merciless to keep potential rivals placated, out of the way, & within earshot. It is believed that most of them would prefer to be rid of their leader & reinstate the council, but for whatever reason, none of them dare make a move against the Merciless. Benefit: A +4 inherent bonus to one’s Dexterity score.
    Last edited by Zeta Kai; 2012-01-09 at 08:27 AM.

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    Default Re: [Hourglass of Zihaja] The Final Chapter: Organizations

    The Alchemy Guild

    Alignment: Chaotic Neutral

    Founding: 641 IR (543 years ago)

    Membership: ~2,700

    Influence: Continental (Central Continent)

    Key Class: Alchemist

    Standard Member: Human Wizard 5/Alchemist 1

    Entry Requirements
    • At least 1 level in the Alchemist prestige class.
    • Must pay the entry dues of 500gp (later, another 500gp in dues will be collected annually).

    Identifying Item(s): a belt of vials, treated gloves, a pair of goggles

    Overview
    For thousands of years, scholars & sages have been practicing the delicate art of alchemy. Some do it for profit, some do it for knowledge, & some are drawn to study its intricacies by forces altogether unknown to them. Alchemy promises to unlock the mysteries of the Kamala, from the minutest cellular processes to the grandest functions of the cosmos. The building blocks of the world are everywhere, even inside of us, & alchemy is a means of understanding & controlling those universal components.

    No single alchemist could possible hope to gain a full understanding of every facet of such a deep & complex field of study, however. So, in order to pool their resources & organize the information that they have, alchemists from across the continent have gathered together to form the Alchemy Guild, an institute of learning & discovery unlike any other in the world. Centered in the city of Fandaq, the guild works to better themselves & the world’s peoples through the inexact yet exciting science of alchemy.

    Although they accept commissions to create alchemical items for explorers, collectors, sages, & anyone else who can pay the price, the guild is primarily concerned with the accumulation of knowledge, not profit. They research & develop new reagents & formulas in order to reach ever-escalating levels of understanding & achievement. They provide one another with mutual support, protection, & an exchange of experience & insight that can be found nowhere else.

    Their headquarters in Fandaq is the only one of its kind on Siraaj, sitting on a palatial estate at the edge of the city. Explosions can often be heard coming from the guild hall, & nightly firework displays are the norm. The citizens of Fandaq are usually accepting of alchemists (although they are still biased against public displays of magic), & so they operate openly here, whereas in most places they need to keep their arcane profession & affiliation a secret. In most settlements, being a mage in general or an alchemist in particular is a crime, & even the making of a simple tindertwig or an acid is illegal.

    This prejudice against all things magical has led to a desire among some alchemists to steer the guild away from the arcane arts & towards a more logical, scientific approach, one based on mundane physical evidence & mathematical validation. These Rationalists, as they are called, seek to legitimize their craft by stripping out everything that is based on magic & relying only upon that which can be confirmed by repeated tests under controlled conditions, performed by those without any innate supernatural power. They are opposed in this endeavor by the Arcanists (those who defend the use of magic) & those who sympathize with them, which make up a majority of the guild’s members. While the Rationalists are currently outnumbered the Arcanists, their numbers are steadily on the rise, & they may one day soon tip the scales in their favor.

    A third party in this debate are those alchemists who, for one reason or another, have not joined the guild. Some oppose the organization’s commercial practices, some wish to avoid the growing Rationalist/Arcanist dispute, some dislike the structure that the guild, some don’t wish to share their trade secrets with others, & some simply haven’t had the opportunity to connect with the organization in their area. These non-members make up the vast majority of the alchemists practicing in the world, although the guild is aggressively recruiting new members whenever & wherever it can. They tend to be less knowledgeable about the principles of alchemy than guild members, but they are often more experimental & intuitive in their understanding of the craft, & they each have their own unique piece of the Great Puzzle that is the Kamala.

    Notable Members:
    • Shiur izra-Qadal, Apprentice Emeritus (Neutral Good, Adept 5/Alchemist 2), human female
    • Jabir the Maker, Assistant Senior Grade (Lawful Neutral, Sorcerer 5/Alchemist 3), half-ghul male
    • Doctor Tabib al-Mathir (True Neutral, Bard 5/Alchemist 4), masabi male
    • Master Mira Sedar aq-Haza (Neutral Evil, Cleric 5/Alchemist 6), human male
    • Professor Sahar ul-Jahan (Neutral Good, Sorcerer 5/Alchemist 8), lizardfolk male
    • Leader(s): Catalyst Akilah Hala al-Dimagh (Chaotic Good, Wizard 5/Alchemist 10), kobold female


    Hierarchy:
    • Apprentice: These new members are just beginning their study of alchemy, & while much can be learned from a book or a scroll, the guild prefers to teach its students via practical lessons. Several apprentices (1d6) are assigned to a senior member, who will have them gather components, clean instruments, prepare ingredients, & do other hands-on tasks, so that they always remember the proper methods & procedures. Safety is stressed, & the consequences of inadequate measures are demonstrated, often with explosive results (so as to drive the point home). Not a lot of academic theory is taught at this rank, for the student must learn how to learn first, as their instructors often say. Benefit: A +2 competence bonus on all Craft (Alchemy) checks, which increases by +2 for every rank beyond Apprentice (for example, a Doctor has a +6 bonus, while a Professor has a bonus of +10).
    • Assistant: Once an apprentice can find a specific herb in the dark, & they can assemble the elements of a thunderstone without harming themselves, they are promoted to the rank of assistant. While they may do much the same things that they did as an apprentice, they are trusted with more advanced duties, such as the final construction of an alchemical item & the transportation of said completed concoction from one place to another. They also receive much more tutelage concerning alchemical theories, formulae, & other academic knowledge. They will spend years studying in this manner, learning from the senior members all that has ever been established about the art (& science) of alchemy. Benefit: An Assistant can identify a potion or oil without making a DC25 Spellcraft check. Instead, they can analyze a single drop of the potion with an alchemist’s lab for 1 minute to automatically determine the composition of a potion or oil.
    • Doctor: After several years of intense training, an assistant that has passed all of their examinations & trials will have finally earned the rank of Doctor, a title that signifies that the student has fully understood the tenets of alchemy. It is now that their own research begins, in a direction of their choosing, so that they may add to the body of alchemical knowledge, & expand the field into uncharted territory. Doctors are usually granted extended field assignments, so that they may explore their chosen studies. They often find themselves traveling far & wide, learning to apply their accumulated knowledge in various ways previously unimagined. It is a common saying in the guild that it is this rank in which an alchemist discovers that their education never truly ends. Benefit: Once per day, a Doctor can craft a potion or oil that will restore hit points to a living creature equal to the result of a Craft (Alchemy) check, made at the time of brewing; brewing this potion takes 1 hour, & each potion has a shelf life of 1d4+3 days before it becomes useless.
    • Master: An alchemist of this rank (or higher) is considered a senior member, & is afforded a great deal of respect by other alchemists. In order to reach this level of proficiency, a Doctor needs to have advanced the field of study in some way, such as inventing an original alchemical item, or discovering a way to cheaply transmute elements, or developing a revolutionary new theory or law. Most members of this rank spend their time conducting experiments, writing papers on alchemical procedures, or doing research in the laboratory. Some Masters dislike such work, however, & prefer to find practical applications for alchemical items. For these alchemists, the guild provides “ambassador programs”, so that they can operate out in the field while hopefully giving alchemy as a whole (& the guild in particular) a more positive public image. Benefit: A Master is able to create potions & oils that duplicate the effects of a spell level that is one higher than they could otherwise normally; therefore, a 2nd level alchemist can create potions & oils out of 5th level spells, & a 10th level alchemist can create potions & oils out of 7th level spells.
    • Professor: It can take decades of dedication & diligence for an alchemist to earn the rank of Professor, but they invariably consider the promotion to be worth the wait. A master can only ascend to this rank if they pass the most difficult test thus far, which is the creation of a panacea, an unguent that bestows immunity to all poisons & diseases. Members of this vaunted rank are encouraged (although not required) to teach junior members in one of the guild’s training facilities, but many of them would prefer to work on their own research. Unfortunately, many of them are forced by necessity to put their own pursuits on hold & tend to the guild’s administrative needs. Those that do have the time often try to push the limits of what alchemy can do, & more than one Professor has paid dearly for their efforts. These attempts are what led a small group of Professors to draft a unified lexicon of alchemical formulae, one without reliance on the art of magic. This resulted in the beginning of the Rationalist movement, which in turn sparked the formation of their opposition, the Arcanists. Benefit: A Professor can craft a potion or oil that duplicates the effects of a spell with the range of Personal.
    • Catalyst: The dream of any ambitious guild member is to one day become a Catalyst, the highest rank within the guild & one of the greatest achievements that an alchemist can earn in their career. Only the best of the best can transcend the normal bounds of alchemy & pass the ultimate trial: the making of a philosopher’s stone, a nearly-mythical elixir that can grant immortality to the imbiber. There are only about a dozen or so Catalysts in the guild today, & the tales told of their exploits are legendary among the alchemist community. To a junior member, a Catalyst is like a saint to a religious person, so profound is their esteem. They are rarely seen outside of their laboratories, although they are known for making inspiring speeches & presenting their latest breakthroughs in alchemical advances. Those that are not consumed by their own studies spend their days directing the research & development of other alchemists, although it is almost unheard of for a member of this rank to personally train an apprentice. On occasion, one of them will take an assistant under their wing, but this is very rare, & is usually an honor given to a previously-recognized prodigy. Benefit: A Catalyst can craft a potion or oil that duplicates the effects of a spell with a casting time longer than 1 minute; the length of the casting time no longer matters, so long as that time is added to the brewing of the potion or oil.
    Last edited by Zeta Kai; 2012-01-09 at 08:28 AM.

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    Default Re: [Hourglass of Zihaja] The Final Chapter: Organizations

    The Blades of Sabur

    Alignment: Lawful Evil

    Founding: 278 AF (77 years ago)

    Membership: ~350

    Influence: Regional (Burdusq, Sheqari)

    Standard Member: Lizardfolk Fighter 2

    Entry Requirements
    • There are no requirements, but only a member in good standing can issue an invitation to join.

    Identifying Item(s): a bastion shield, weapons made out of zahir (AKA mithral)

    Overview
    On most of the Central Continent, riding horses is impractical compared to the use of other mounts, such as camels. The sandy terrain & the harsh climate make it difficult for horses to move quickly or efficiently, making them undesirable carrying riders or cargo. But on the firmer soil of the western regions, horses are commonly used for their speed, strength, & versatility.

    In the northwest regions of Burdusq & Sheqari, elite riders known as cataphracts charge across the land on armored horses, offering their lances in service to whoever can afford them. Known as the Blades of Sabur, they are sponsored by a consortium of mine owners from Sabur, who are in turn backed by an aggressive group of radicals from Rasaljathi. The consortium provides custom-made arms, armor, & training to the cataphracts, who in turn offer a lucrative revenue stream to the consortium & their benefactors.

    The origins & purpose of this strange partnership have been forgotten (or deliberately obfuscated), but until recently, all parties involved have benefited from the arrangement. Lately though, disruptions in the ability of the various parties to collaborate have led the Sabur dealers to seek arrangements with other patrons, including a failed venture in Sulafat. The cause of these miscommunications is unknown, but it is suspected that agents from another organization, such as the Bulbul, the Liar’s Fire, the Ring of Sapphire, or the Trailblazers.

    Due to these issues, many cataphracts have been expelled from the Blades for budgetary purposes, & have been forced to seek employment as common mercenaries. These free-lancers, as they are often called, have spread to other regions, especially south into Ilud. While some see them as romantic crusaders-for-hire, righting wrongs & riding for justice, most view them as little more than well-armed thugs, extorting money from peasants & fighting without morals or ethics. Most people still associate these free-lancers with the Blades of Sabur, despite their lack of affiliation, & this has given the organization (& its supporters) a bad reputation as of late.

    The Blades of Sabur were once an admired & respected organization, mostly due to the deeds of the legendary cataphract, Sharif Asim al-Aswas. One of the first of their kind, Sharif was everything that a noble warrior should aspire to be: courageous, honorable, loyal, kind, & fearsomely skilled in the art of war. He led the Blades to many storied victories, & gave the organization a legitimacy based on glory & prestige that it has held for decades. Tragically, Sharif was cut down in the First Battle of Zaqazu by a stray arrow, just as the cataphracts were routing the opposition. Some would say that the heart of the Blades was broken the day Sharif died, over 60 years ago, & that they have never fully recovered from the loss.

    Notable Members:
    • Urza Cooper (True Neutral, Rogue 7), lizardfolk male
    • Lady Atifa (Lawful Evil, Paladin 9), human female
    • Masud the Monk (Lawful Neutral, Monk 12), half-jann male

    Leader(s): Anwar, the Last Blade (Neutral Evil, Fighter 18), terisabi male

    Hierarchy:
    • Daris: The lowest ranks of the Blades, the Darsi (singular Daris) are merely apprentices to the actual riders. Each Daris (which means “student”) is assigned to work for a specific Cataphract, & they are usually given menial tasks to perform, such as cleaning stables & maintaining equipment, such as armor, weapons, & other gear. Most of them are passionate about working with horses, but they rarely get the opportunity. Most riders don’t even consider them to be true members of the Blades, despite their affiliation, service, & benefits. The best of them have a chance to become riders themselves, but promotions are relatively rare, & competition among this rank is fierce. Benefit: A +4 circumstance bonus on Diplomacy, Gather Information, Intimidate, & Sense Motive checks when dealing with members of the organization.
    • Hisan Khayyal: Those darsi that do actually get promoted enter the rank of Hisan Khayyal, which literally means “horse rider”. In effect a junior Cataphract, they form a lightly-armored cavalry corps which supports the Cataphracts. Their horses are not armored, however, & they carry bows or spears rather than lances. Each Cataphract is typically attended by two Khayyal, which are in turn served by a pair of Darsi. They are often ambitious, hard-working, & more than a little ruthless. In addition to their duties as backup Cataphracts, they also handle the grooming, maintenance, & care of all of the horses owned by the organization, including those used by other ranks. Benefit: A +4 competence bonus on all Handle Animal & Ride checks
    • Cataphract: This rank is the heart of the entire organization, although one wouldn’t know it by observing them. The casual eye would see them as merely well-armed mercenaries, but they are much more than swords-for-hire with a penchant for horse riding. They are highly trained, & the stunts that they can accomplish on horseback are unequalled anywhere in the known world. Their work is difficult & dangerous, & it is not uncommon for one of them to meet an untimely end; in fact, more of their rank dies violently than of all other ranks combined. In the final days of Sharif’s service, there over a hundred of them; today, there are only 43 remaining, & most of these are cynical & demoralized. Many of them still cling to the air of prestige from days past, however, & some still hold out hope that a great leader like Sharif will come again, inspiring their kinsmen to ride out into glory once more. Benefit: A Cataphract can always choose to take 10 on Ride checks, even if rushed or threatened.
    • Trainer: The Blades live & die by their martial prowess, by their skill with a lance & a pair of reins. In order to achieve & maintain that level of mastery, they need the tutelage of a Trainer, one who knows the art of war-on-horseback, & can teach it to others. They are usually chosen from among the older, more-experienced Cataphracts, often those who are in some state of semi-retirement. They are universally respected among the other ranks, & are in fact the one group that is admired by the active Cataphracts. Lately though, the monetary woes of the organization have forced the Blades to lay off several Trainers, & those that remain have seen their pensions cut & their workloads pile up. Most of their rank are upset by this situation, & some are even beginning to grumble that the Blades need new management if the organization is going to survive. Benefit: A +2 inherent bonus to one’s Dexterity or Wisdom score (choose one).
    • Executive: Behind the mask that the Cataphracts provide, the core of the organization is a consortium of mine owners & other wealthy merchants. They built the group as a way of making more money than their individual ventures could generate, in addition to creating a public distraction from their private agendas. Most of the members of this rank are thoroughly corrupt, & have no interest in the riders, only using them to fund their other projects. While most of the Blades’ revenue comes from fees for the Cataphracts’ services, they are partially funded by a radical group of nobles from Rasaljathi, who would like to see the governments of Sulafat & Rasalhague destabilized, & perhaps one day even toppled. While few of the Executives desire such a thing, they gladly accept their money, follow their directives (so long as such orders don’t interfere with their own plans), & make frequent trips to Rasaljathi to meet with the backers. Benefit: A +8 morale bonus on all Intimidate checks.
    Last edited by Zeta Kai; 2012-01-21 at 12:24 PM.

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    Default Re: [Hourglass of Zihaja] The Final Chapter: Organizations

    The Broken Shackle

    Alignment: Chaotic Good

    Founding: 350 AF (5 years ago)

    Membership: ~100

    Influence: Regional (Mamlaqah Coast, Ramul Sea)

    Standard Member: Gnoll Rogue 2

    Entry Requirements
    • 4 or more ranks in Profession (Sailor), Swim, or Use Rope.
    • Taking a vow to do anything in one’s power to bring down the Ostazai Empire, even at the cost of one’s life.
    • Must pay 50% of all gains acquired during raids to the organization.

    Identifying Item(s): a literal broken shackle or length of chain, a white leather armband

    Overview
    The Empire of Ostaz is an oppressive, brutal regime, a place of harsh laws & even worse punishments. The citizens live in constant fear of the racial, economic, social, & religious tyranny employed by the servants of this ruthless police state. There are many who would rejoice if the empire were to somehow be replaced with a more benevolent (or at least less malicious) government. Working toward that goal is a small-yet-determined group of freedom fighters known as the Broken Shackle.

    Founded only five years ago by the former sailor-turned-pirate-turned-insurgent Azar of the Seven Voyages, the Broken Shackle is dedicated to the downfall of the Ostazai Empire, & the ragtag group fights the imperials at every opportunity. They are vastly outnumbered & outclassed by their chosen enemy, & are thus forced to use ambushes, hit-&-run attacks, & other guerrilla tactics in order to weaken the overwhelming military might of the empire.

    After Commodore Azar was killed in a raid on the village of Asuad, a zealous gnoll named Amir the White was voted to be his successor. Amir now commands a small strike force of four ships: the Moon-Crossed Lover, the Twilight Warrior, the Lady of the Pearl, & his flagship, the Black Phantom. His vendetta against the empire began when he & his family were enslaved by them, & he has vowed to not rest until the empire has fallen, its leaders have been slain, & its slaves have been liberated.

    The Broken Shackle mostly raids settlements on & around the Nizal Peninsula (as well as Abed Island to the south, which is also under Ostazai control), & will do almost anything to undermine the empire & its foul influence. They actively prevent any sailing vessels or barges from approaching the Ostazai, & they periodically pillage cargo vessels along the southeast coast, but do so mainly to keep up their supplies & to disguise their true goals.

    The group was originally a gang of pirates under the command of Commodore Azar, before he came to oppose the Ostazai government. It is still organized like a naval vessel, which a strict chain of command & a disciplined, methodical approach to all activities, including raids & assaults. Everyone is expected to fulfill their roles & perform their duties with efficiency & precision, & it takes a superior strategic mind to coordinate all of their efforts so that they can take on a force as mighty as the empire.

    Most of the Broken Shackle’s leaders (notwithstanding Amir) believe that defeating the Ostazai without allies is all but impossible. With that in mind, they are attempting to contact the Fatima & other land-based anti-Ostazai organizations, & are laying the groundwork for an internal rebellion. This resistance movement is facing considerable difficulty, however, due to the downtrodden, hopeless nature of the common citizenry. Also, the Light of the Taj, along with the rest of the imperial forces, is ever-watchful, & is vigilant to the point of paranoia about potential treason. Members of this freedom force are undaunted, however, & hope to one day inspire the locals to help them overthrow the emperor & his henchmen.

    Notable Members:
    • Lieutenant Maewia al-Bir (Neutral Good, Fighter 8), masabi female
    • Captain No-Words Nadir, Master of the Twilight Warrior (Chaotic Neutral, Rogue 5), human male

    Leader(s): Amir the White (True Neutral, Rogue 17), gnoll male

    Hierarchy:
    • Cadet: The lowest rank of the Broken Shackle, these are typically new recruits without any nautical experience or training. As should be expected, they are assigned the most menial of tasks, such as swabbing decks, scrape barnacles off the ship, & pumping out excess bilge water. Those that do well in these duties (or display a good understanding of life aboard a ship at sea) can easily find themselves promoted to Ensign. About half of all Cadets joined the group in order to topple the regime & liberate the Ostazai, while the other half just wanted better employment than they were finding on merchant ships & naval vessels. They tend to be eager & energetic, if perhaps a bit naïve & unpolished. Benefit: A +4 circumstance bonus on Diplomacy, Gather Information, Intimidate, & Sense Motive checks when dealing with members of the organization.
    • Ensign: Above the Cadets are the Ensigns, & they don’t let them forget it. An Ensign is expected to rig & trim the sails, haul cargo, load cannons, & perform other laborious duties. Their jobs are hard, & their hours are long, but they at least have the satisfaction of being above the Cadets. Most of them were promoted from the level of cadet, but some of them joined the group directly as sailors from other ships. They have a decent chance of becoming Lieutenants one day, but they need to show their superiors that they are hard-working, reliable, & committed to the cause. Their uniform consists of black trousers, white boots, & a white jacket with a single chain draped over one shoulder. Benefit: A +2 competence bonus on all Profession (Sailor), Swim, & Use Rope checks, which increases by +2 for every rank beyond Ensign (for example, a Commander has a +6 bonus, while a Commodore has a bonus of +10).
    • Lieutenant: The next rank up the chain of command is that of the Lieutenants, although they do very little commanding. While they can technically give orders to Ensigns & Cadets, they get few opportunities to do so in practice. Most instructions to the lower ranks come directly from Commanders or Captains, although they are sometimes relayed through their Lieutenants to delegate downward. Members of this rank are expected to fetch supplies from the hold, adjust the riggings, & operate cannons or any other weaponry onboard. Those that excel in their duties may have a chance to advance into a leadership position, but such promotions are rare, & are generally only granted to those who truly believe in the cause. Their standard uniform is like that of an Ensign, although they also have a black cap (which they rarely wear, except when necessary) & a second chain worn over one shoulder. Benefit: A +2 morale bonus on attack rolls made against members of the Ostazai military.
    • Commander: The lowest of the leadership ranks, the Commanders fulfill many roles for the organization. Some of them steer the ship, while others update the ship’s log. Some of them keep the lower ranks in line & on task, while others keep watch from the crow’s nest. They often oversee the routine operations of their ship, so that any unusual issues can be reported to their respective Captain. At least on Commander is always on duty onboard a ship, & often there is more than one, which can lead to some confusion among the lower ranks as to who is in charge. A Commander has few opportunities for advancement, as it could be years before a Captain needs to be replaced. Their uniform has a longer jacket than that of a Lieutenant (which has a third chain over one shoulder) & a taller pair of boots. Benefit: A Commander gains an Aura of Courage, like a 3rd-level Paladin; if they already have an Aura of Courage, then the aura extends to 15’, & the moral bonus for allies increases to +6.
    • Captain: Each of the four ships owned by the Broken Shackle is helmed by a Captain, who is the last word onboard (unless the Commodore is on that particular ship). They rely on their Commanders to handle the everyday activities, while they deal with any situation that is out of the ordinary. As such, they rarely need to give orders directly to the lower ranks, & most of them prefer to delegate that authority to their subordinate Commanders. They are invariably devoted to the destruction of the empire & the liberation of the Ostazai, as it is a requisite of the rank. They spend most of their time coordinating with one another & planning raids on imperial targets. Their uniform has an ankle-length white coat with a fourth chain worn over the shoulder & a matching white hat. Benefit: A +2 inherent bonus to one’s Wisdom or Charisma score (choose one).
    • Commodore: The supreme leader of the Broken Shackle is given the title of Commodore, & is responsible for leading their forces against the tyranny of the Ostazai whenever & wherever it is possible. The role of the Commodore is to plan the organization’s overall strategy, so that it can use its limited resources to have the maximum impact against its larger & more powerful foe. The current Commodore is Amir the White, who was voted to succeed the founder of the group, Azar of the Seven Voyages, after he was slain in battle. Amir is even more fanatical than his predecessor, & although he can sometime be reckless in his crusade against the empire, he has learned a valuable lesson: don’t wear anything that tells the enemy who’s in charge. Azar wore such a uniform, & it likely cost him his life; thusly, Amir (who has a naturally distinctive presence) wears the plain, simple clothes of a Cadet, which has helped him stay alive on more than one raid. Benefit: A Commodore gains the ability to Inspire Greatness, usable once per day, like a 9th-level Bard; if they already have this ability, then their Inspire Greatness power can be used can extra time per day, grants an extra hit die (for a total of 3d10), & grants an extra +1 to the competence bonuses on attack rolls & Fortitude saves.
    Last edited by Zeta Kai; 2012-01-09 at 08:29 AM.

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    Default Re: [Hourglass of Zihaja] The Final Chapter: Organizations

    The Brothers of Stone

    Alignment: Neutral Good

    Founding :~2,900 AK (~1,419 years ago)

    Membership: ~6,100

    Influence: Continental (Central Continent)

    Key Class: Geomancer

    Standard Member: Human Wizard 5/Geomancer 1

    Entry Requirements
    • At least 1 level in the Geomancer prestige class.
    • Must pay the entry dues of 500gp (later, another 500gp in dues will be collected annually).

    Identifying Item(s): a quartz crystal, a stone-polishing brush

    Overview
    Throughout all of recorded history, & even before, some people have had a deep connection with the earth below their feet. These rare individuals have heard the whispers of the land itself, the call of soil & stone, & they have answered in kind. They have tapped into the most primordial of natural powers, & have learned much from doing so. Able to bend the very earth to their will, they are known as Geomancers.

    Allies of nature in a way that few will ever truly understand, the masters of geomancy are usually creatures of solitude. They prefer to be alone, so that they can more easily hear the voice of the world. Some of them, however, would rather buck this trend, & have gathered together to form a society of like-minded Geomancers. This collective meets in small clusters to bond with the earth, & through the earth, bond with each other. These are the Brothers of Stone.

    The Brothers of Stone revolve around a central practice, known as Communion. This is a form of collective meditation, where an entire group of members meet in a single place to become one with the earth. These assemblies can last for several hours, although most of them are only about 20-30 minutes long; any Communion that goes on for more than an hour is a special occasion, like a holiday or other event. They are held once a day, usually in the morning just before sunrise, although some factions prefer to hold Communion just after dusk.

    During these Communions, the whole group will sit or lay upon the bare ground with their hands touching the earth. Occasionally, a chant will be sung in unison, but most of the time is spent in utter silence. This allows the members to hear “the Song of Stone” more clearly, as they put it. Communion is a time of reverence, reflection, & contemplation, with most likening it to a religious experience.

    This air of religiosity tends to bother members of true faiths, which often see the organization as blasphemous or heretical in some way. The Brothers are also opposed by those who dislike the arcane arts, as magic is the foundation upon which the practice of geomancy is built. Due to their unpopularity, they have taken to hiding their affiliation with the Brothers on the rare occasions that they need to operate within a heavily-populated area. Mostly, they avoid settlements, as the noise & bustle of city life tends to interfere with the subtle whispers of the natural world.

    There are some geomancers who have no interest in joining the Brothers of Stone, preferring to commune with the earth on their own. Some view the Communion as a distraction from the deeply personal connection with the world that geomancers seek. Some believe that the organization provides a visible target for those who are prejudiced against magic & its practitioners. And some just would rather be alone to follow their own pursuits, unhampered by politics or social pressures. The Brothers offer these non-members a chance to join them whenever possible, but most are content to respect their desire for independence & find more receptive recruits.

    Notable Members:
    • Junior Brother Khethza (Chaotic Neutral, Ranger 5/Geomancer 2), half-ghul male
    • Sister Fadila Eastwatcher (Neutral Good, Wizard 6/Geomancer 3), kobold female
    • Sister Jubar of the Green Jewel (True Neutral, Bard 7/Geomancer 5), terisabi female
    • Brother Sharif (Chaotic Good, Wizard 5/Geomancer 6), human male
    • Elder Sister Batul Bazur-Ajad (Lawful Good, Cleric 5/Geomancer 7), half-dao female
    • Elder Brother Qadin al-Asas (Neutral Good, Ranger 5/Geomancer 9), half-dao male

    Leader(s): Adamant Kedar Zia ibn-Jandal (Lawful Good, Bard 5/Geomancer 10/Archmage 1), terisabi male

    Hierarchy:
    • Junior Brother/Sister: When a geomancer first joins the Brothers of Stone, they must first enter a probation period, which can last for months or even years. They are taught the ways of the organization by the Elder Brothers, & they are given tutelage on some of the finer points of geomancy. They are not, however, told the locations of the Brothers’ safe houses, which are used for their Communions. The Adamant has insisted that the sites be kept a secret from the junior members, a decision which has proven to be somewhat controversial. The juniors spend much of their time wandering the land between towns, seeking out mountains & caverns to meditate in solitude. Benefit: A +4 circumstance bonus on Diplomacy, Gather Information, Intimidate, & Sense Motive checks when dealing with members of the organization.
    • Brother/Sister: Once a Junior Brother (or Sister) has proven themselves trustworthy (which may take some time), they are promoted to a full-fledged member. Only then are they entrusted with the locations of the group’s safe houses, so that they can take part in the daily Communions. They often still have much to learn, though, so they are assigned to study under an Elder Brother for at least a year, so that they can get to know the proper practices of the organization, as well as knowledge about geomancy in general. This continues until the student has gained all of the knowledge necessary to be considered a master. A member of this rank usually carries an emerald on them, as a sign of their station. Benefit: A Brother/Sister gains an extra use per day of each one of the spell-like abilities granted by his or her Geomancer levels, as well as a +1 bonus to their caster level for those abilities.
    • Elder Brother/Sister: Upon reaching the acknowledged status of mastery over the art of geomancy, a member is granted the title of Elder Brother (or Sister). They are afforded great respect by the lower-ranked brothers, whom they are given the duty of teaching. They are also responsible for leading the daily Communions, as well as establishing & managing the group’s safe houses. Whenever a new Adamant needs to be chosen, they are selected from among the Elder Brothers that are willing & available. As a representation of their elite status, they usually hold a ruby or a sapphire on their person. Benefit: An Elder Brother/Sister adds 1d8 to his or her daily pool of geo-points; roll this every day, & add the result to the pool.
    • Adamant: The Brothers are led by a single person, a symbol of what a geomancer can & should be, an example for others to aspire to. Ever since the organization’s inception, its efforts have been directed by such a person, known to all as the Adamant. It is the duty of whoever attains this rank to attempt to make the group look less offensive to outsiders, to steer public opinion toward a more positive outlook toward the Brothers & to geomancy as a whole. The current holder of this position is Kedar Zia ibn-Jandal, the 149th to possess the title. He rarely if ever speaks, yet he exudes a tangible serenity & an air of authority that no mere words could convey. As is tradition, Kedar wears a diamond to symbolize the unbreakable nature of the Brother in general & the Adamant in particular. Benefit: A +2 inherent bonus to one’s Intelligence, Wisdom, or Charisma score (choose one).

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    Default Re: [Hourglass of Zihaja] The Final Chapter: Organizations

    The Bulbul

    Alignment: True Neutral

    Founding: 335 AF (20 years ago)

    Membership: ~1,800

    Influence: Continental (Central Continent)

    Standard Member: Sabi Fighter 2/Rogue 1

    Entry Requirements
    • There are no requirements, but only a member in good standing can issue an invitation to join.

    Identifying Item(s): an ear chime, a nightingale signet ring

    Overview
    Most criminal organizations are merely local concerns, unable or unwilling to expand far beyond a single city. Groups that must, by necessity, operate beneath the notice of legitimate authority have a difficult time getting a foothold in settlements far from their home base. Also, they rarely have any compelling incentive to do so, as competition in other areas is often fierce, & whatever beneficial circumstances that they may enjoy at home have no bearing on the situation elsewhere.

    However, as in all things, a notable exception exists to the prevailing rule, & in this case there indeed exists an illegal syndicate that spans from the Mamlaqah Coast in the east to the Lisan Coast in the west. Known as al-Bulbul (which means “the Nightingale”), it is a widespread group of profiteers & black market merchants, employing thugs, bandits, explorers, mercenaries, raiders, & hunters of all stripes throughout the continent. Headquartered in the city of Sulafat (although much of their business is based around Alhurus Lake), they deal in all manner of covert & illicit trade, including the trafficking of magical items & the sponsoring of armies-for-hire.

    They primarily concern themselves with hunting down the relics of the Admajai & other long-dead cultures, with a particular emphasis on procuring genie-related objects. The syndicate has amassed a sizeable collection of tasked genies as well as true genies bound to various items. The Bulbul’s reach is rather large for an organization that regularly breaks local laws & traditions, forming an extensive web which crosses racial & social boundaries.

    This massive criminal network was founded by “Baba” Shafiei, although his sister Shahla Shafiei serves as the Bulbul’s public face. She oversees the syndicate’s legitimate front businesses & maintains contact with various people of means (who often require bribes in exchange for their favor). However, her brother is seemingly intent on increasing Bulbul’s force of arms, & is becoming more & more involved with would-be warlords. While the official reason for collecting genie-related items is simple profit (& the power that comes with it), the real reason is a closely-guarded secret, known only to members of the Shafiei family.

    Members of the Bulbul tend to keep a low profile, & few people can tell at a glance who is (& who is not) a part of this underground group. They could be the corner pickpocket, the temple guardsman, or the local scribe. Therefore, they identify one another by their secret handshake, their cryptic passwords, & their signet rings. It is said that one can never be entirely sure that they are not listening, unless you are their ears.

    Unsurprisingly, the Bulbul has many enemies, ranging from the anti-magic movement Al Sihr Qanissi (who despise their hoarding & trade of magical items) to local theives’ guilds such as the Hand of Dusk & the Liar’s Fire (which compete with them directly in their respective “markets”). Other groups & individuals oppose them for various reasons, such as most churches (except for the faiths of Adimas, Limalia, & Sunya) & druidic circles. For years, Shahla Shafiei has had agents of the Bulbul infiltrating Al Juradi to help her procure more binding relics. And it is believed by some within the Blades of Sabur that agents of the Bulbul have been attempting to destabilize them by interfering with communication between their bases of operation. But despite their numerous foes both great & small, the syndicate is thriving & even expanding, given momentum by their ruthless determination & their mastery of magical relics, for good or ill.

    Notable Members:
    • Naheed Shafiei (True Neutral, Wizard (Diviner) 7/Loremaster 4), half-dao female
    • Manesh Shafiei (Chaotic Evil, Barbarian 4/Sorcerer 3/Dragon Disciple 3 (blue dragon)), half-janni male
    • Sahba Shafiei (Chaotic Good, Sorcerer 6/Ranger 2), terisabi female
    • Tri (Neutral Evil, Rogue 5/Assassin 3), she-da-zhong (Lesser Asp) female

    Leader(s):
    • Ruhollah Basim “Baba” Shafiei (Lawful Evil, Paladin 6/Blackguard 6), half-efreet male
    • Shahla Shafiei (Chaotic Neutral, Cleric 10), half-marid female

    Hierarchy:
    • Feather: New entrants into the Bulbul are designated as Feathers, regardless of talent or connections, although those qualities may significantly hasten opportunities for promotion. Members of this rank may have one or more of any number of possible duties, ranging from retrieving relics out of long-lost tombs to fencing stolen goods, from protecting a smugglers’ caravan to robbing designated travelers. Unlike most organizations, the pecking order of the Bulbul is based entirely on how much the Shafiei family values a particular member; a Feather is expendable fodder, but a Talon is a valued asset, to be retained at some considerable cost. Competition among the Feathers can be fierce, & it is not unheard of for them to fight amongst themselves, despite there being rules against such things. Benefit: A +2 un-typed bonus on any 2 skill checks of their choice, which doubles for every rank beyond Feather (for example, a Wing has a +4 bonus, while a Talon has a bonus of +8). Once a Feather has chosen the 2 skills to apply these bonuses to, they cannot be changed to apply to other skills later.
    • Wing: After a Feather has been with the syndicate for some time, & proven them self to be consistently useful, each of them is personally interviewed by one of the Shafiei family, who sizes up the member’s capabilities, loyalty, & ultimate potential. Those who measure up are promoted to the rank of Wing; those that fail the evaluation are typically disposed of in a discreet fashion (this often means that they are blackmailed into keeping the group’s secrets & then quietly exiled, as actual executions are rare, & only done when deemed absolutely necessary). A Wing is usually trusted with duties that are too sensitive to be given to a mere Feather, such as recruiting new members, infiltrating guarded places, or maintaining the network’s countless contacts in local communities. Each of them is given personalized training by a Talon (or some specialist hired by them) in skills of their choosing, so as to make them even more content with, valuable to, & productive for the Bulbul. Benefit: A Wing gains 4 extra skill points.
    • Talon: If a Wing truly distinguishes them self as a remarkable member, one whose talent & devotion are a cut above the rest, then they are granted a second interview with one of the Shafiei family. If deemed worthy, then they are given the title of Talon, an exceptional status bestowed only upon those that have truly earned it (those Wings who fall short of the Shafieis’ expectations are not usually expelled, but most resign in shame). Only a few dozen members have reached the rank of Talon, & tales of their exploits are told at campfires & whispered in back alleys all over the continent. They are not only talented & well-trained, but they have the trust of the Shafieis behind them, & the considerable resources that comes with such trust. Their tasks are generally more dangerous, but they are less frequently called upon, & their pay is significantly higher, to reflect their elite status. Benefit: Once per day, a Talon can add a +10 insight bonus to a skill check.
    Last edited by Zeta Kai; 2012-01-09 at 08:30 AM.

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    Default Re: [Hourglass of Zihaja] The Final Chapter: Organizations

    The Cartographers’ Guild

    Alignment: Lawful Neutral

    Founding: 108 AF (247 years ago)

    Membership: ~250

    Influence: Continental (Central Continent)

    Key Class: Expert

    Standard Member: Kobold Expert 2

    Entry Requirements
    • 4 or more ranks in Craft (Map) & Knowledge (Geography).
    • Skill Focus in either Craft (Map) or Knowledge (Geography)
    • Must pay the entry dues of 50gp (later, another 50gp in dues will be collected annually).

    Identifying Item(s): a map-making kit, an inkwell pendant

    Overview
    Most people who live on the Central Continent never leave the lands where they were born. They grow up in a village (or a town, or a city), work in that community, raise their children there, & then they die. They know almost nothing about the greater world around them, & they see even less with their own eyes. But for those who venture far from their place of their birth, almost no tool is more useful than a good map.

    In the days of the Old Empire, there were reliable atlases available in almost any decent library on the continent. But in the chaos of the Ten Dark Years, many of those libraries were lost to fire & storm, & their maps were lost with them. In the subsequent century, the people of post-imperial society had to make do with local knowledge & shoddy, inaccurate regional charts, as nothing else survived the Pactspell’s devastation. But about a hundred years after the Ten Dark Years ended, an alliance of map-makers arose to fill the void; this became the first of the four Cartographers’ Guilds.

    Today, there are actually four Cartographers’ Guilds operating in the Central Continent, one for each of the cardinal directions. The oldest association, the one from which the others were based, is the South Guild, which covers the regions of Ilud, the Sahra Basit, & Yan. The West Guild, which is the smallest & second-oldest, manages the Burdusq & Sheqari regions. The North Guild oversees Alhurus Lake, the Northern Wastes, the Satha Laylanuha, & the empty lands north of the mountains such as the Sea of Fiery Knives. And the newest association, the East Guild, has the Red Sands, the Mamlaqah Coast, & the area that was once the kingdom of Uqalizar.

    The northern & eastern unions are in frequent contact, as are the southern & western associations, but the South Guild has few links to the North Guild & almost no contact with the East Guild, who is similarly out of touch with the West Guild. This unfortunate division has resulted in the great majority of the continent being poorly or incorrectly mapped, & large swaths being totally uncharted. There are good maps for areas near the major cities & landmarks, & decent charts for navigating around other settlements & notable locales, but most of the places in between are virtually unknown.

    The four guilds are each working on resolving this problem by making accurate maps of as much territory as possible, & while their progress is slow going for a number of reasons, they are fairly unified in their approach to solving this dilemma. They frequently sponsor mapping expeditions to remote areas, & will readily employ escorts to guard their cartographers along the journey. They also often hire guides to show their members the best local routes to travel as they cross the land & sea, measuring the world & bringing greater consistency to their charts.

    The cartography unions make money by selling their maps to anyone who wants them, & are further financed by trade associations & merchant princes, who need specific areas well-charted for their commercial endeavors. They also often accept commissions from nomadic tribes & caravan leaders, who require safe routes between settlements. Members of the four guilds tend to eschew titles, but there is a subtle pecking order, based on one’s reputation relative to other members.

    Notable Members:
    • Reat al-Fannan (True Neutral, Rogue 4), half-ghul female
    • Tanstor (Neutral Good, Bard 6), hawasabi female
    • Meranir Fægir (Lawful Good, Ranger 7), dvernin male
    • Fulad gar Wayen, the Steel General (Lawful Neutral, Expert 8), gnoll male
    • Zekai (Chaotic Good, Expert 9), human male
    • Tepsonai (Lawful Evil, Wizard 10), human female

    Leader(s):
    • Master Mumtaz Masa ul-Marqab of the North Guild (Chaotic Neutral, Wizard 11), lizardfolk male
    • Madam Diran izr-Alghani of the South Guild (Lawful Evil, Aristocrat 13), human female
    • Master Jalen gar Halama of the East Guild (Lawful Neutral, Expert 15), gnoll male
    • Madam Malika of the West Guild (Chaotic Good, Bard 9/Wizard 5), half-djinn female

    Hierarchy:
    • Novice: Upon first joining one of the guilds, a new member is given this rank until they have proven themselves. They generally study under more experienced, higher-ranked members for a while, studying their techniques & learning to use the tools of the trade. Artisans & other senior members tend to treat them as apprentices, showing them how to make maps while having them perform tedious fundamental tasks, such as mixing inks, making new brushes, & preparing parchment. The work of a Novice is an unknown quantity, & is often of poor quality, so their work rarely if ever garners commissions, unless a client is desperate or undiscerning. Benefit: A +4 circumstance bonus on Diplomacy, Gather Information, Intimidate, & Sense Motive checks when dealing with members of the organization.
    • Journeyer: Once a Novice has developed a bit of a name for themself, they are considered a member of this rank. Their talents may still need improvement, & their artistry may not be up to the level of polish displayed by a Master, but they have proven that they are dedicated & serious about the craft. This is the time that a cartographer begins to develop their own signature style, although they will also be doing a great deal of experimentation, finding out what works for them & for their medium. Usually, they will still be studying from one or more senior members, & it is not uncommon for a Journeyer to mimic the style of an influential Donor. Benefit: A +2 competence bonus on all Craft (Map) checks, which increases by +2 for every rank beyond Journeyer (for example, an Artisan has a +4 bonus, while a Master has a bonus of +8).
    • Artisan: A cartographer, like any artist or professional, must eventually stand up on their own, living off of their own skills & contributing to the well-being of their society. Such is the case with members of this rank, who have officially completed any formal training & are ready to be considered certified cartographers. They soon realize, however, that while they may be considered experts in their chosen field, & they may have students of their own to teach, their education never truly ends, as there is always something new to learn. They often accept commissions from clients who have come to trust in their abilities, & are known to field expeditions to remote areas so that they can be properly charted. Benefit: A +4 insight bonus on all Gather Information & Knowledge (geography) checks.
    • Donor: As a guild member progresses in their skill & their standing in cartographic community, they develop a unique style for their maps that mark them as a product of their personal work. They have a certain way of depicting certain features, they use a particular color scheme, & they prefer this ink or that brush. The making of a style that is original & distinct, while maintaining the beauty, elegance, & usefulness that is necessary for any good map, is the mark of a cartographer who has come into his or her own. A guild member of this rank is known as a Donor, as they often contribute to the betterment of their cartographic brethren without a thought for compensation. While many such map-makers are so generous, their kindness is neither universal nor foolhardy, & it usually comes from being otherwise rich in both coin & quill, so to speak. Benefit: A +2 inherent bonus to one’s Intelligence or Wisdom score (choose one).
    • Master: The pinnacle of the cartographic arts, these rare individuals are nearly legendary in their (admittedly niche) field. A new map made by a Master is often an anticipated event, for even their rough, work-in-progress sketches display more artistry than the finished work of a mere Journeyer. The few guild members of this caliber are often caught up in guild politics or other administrative duties, & as such they don’t often work on actual cartography as much as they would like to. They also rarely travel to survey the lands that they chart, & must therefore find other means to get an accurate study for their craft. Their maps are almost invariably of high quality, however, & such is their renown that their work is always highly sought after by clients looking to commission a new map. Benefit: Once per day, the ability to emulate the effects of a clairvoyance spell (visual only); their caster level for this effect is equal to his or her Hit Die.
    Last edited by Zeta Kai; 2012-01-09 at 08:30 AM.

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    Default Re: [Hourglass of Zihaja] The Final Chapter: Organizations

    The Children of Nazalharu

    Alignment: Lawful Neutral

    Founding: ~3,013 AK (~1,306 years ago)

    Membership: ~1,300

    Influence: Continental (Central Continent)

    Standard Member: Kobold Expert 1

    Entry Requirements
    • There are no requirements, but a member must pay the entry dues of 100gp (later, another 100gp in dues will be collected annually).

    Identifying Item(s): a palm frond, a sharp piece of sandstone

    Overview
    Anyone who has spent time among kobolds can attest that they are a cosmopolitan people, devoid of ties to any state or crown. But this wasn’t always so; there was once a mighty kobold nation north of the Sathan Range known as Haz-Hurad, a great & powerful kingdom that prospered for nearly two millennia. But one day, Haz-Hurad was laid waste by a horde of demons, & its people scattered in a mass exodus known as the Hijra.

    Ever since, there have been some kobolds that look back to the days of the Huradai with an understandable sense of loss, pain, & longing. They feel a connection with the past that cannot be fulfilled by the present, & have banded together to preserve the history & the culture of Haz-Hurad. This loose network of kobolds (with a small minority of other races) is called the Children of Nazalharu.

    The group collects legends & relics from their long-lost Homeland, so that its members can retain their heritage, which is in danger of becoming diluted within the melting pot of modern city life. They are named after King Nazalharu, the last ruler of the Huradai, who fearlessly remained with his kingdom to share its fate. This fable is actually quite inaccurate, but the tale is more inspiring than the truth: Nazalharu did indeed attempt to flee the burning land (according to the only contemporary report of the scene), but was taken by the invading demons & impaled upon his iron throne. Few of the refugees knew the real fate of the king, however, & so the bards invented a more poetic (& more heroic) version of the story, which was popularized & passed down instead.

    The Children take great pleasure in preserving every scrap that remains of the Huradai, be in a piece of knowledge or a piece of pottery. It doesn’t matter if it is a bejeweled iron scepter owned by Queen Manaru, or an apocryphal myth of the kingdom’s founding; anything hailing from that place & that time is held in high esteem, & care is taken to hold onto every piece. Their ultimate prize would be the recovery of the Chest of Haz-Hurad; this priceless artifact is said to hold the key to the nation’s immortality, although no one can say for sure just what that is supposed to mean. The chest has repeatedly been found throughout the intervening centuries since Haz-Hurad was destroyed, only to be lost again shortly thereafter, to the regret of all within the group.

    Some of the more daring members of the group have been known to make expeditions to the Sea of Fiery Knives, the site where Haz-Hurad once stood. Today, this land is a deadly desert with searing heat & flaying winds, where the only signs of life are the demons, dragons, & ghuls that still haunt this hellish place of ash & death. But the bravest (or most foolhardy) of the Children are undaunted, making trek after trek, regardless of the cost, to find relics in the ruins. Those that never return are considered martyrs for the cause, inspiring others to go in their stead.

    Notable Members:
    • Munira Nightdancer (Neutral Good, Bard 3), kobold female
    • Qateb Qelun Qitabi (Lawful Evil, Wizard 8), terisabi male
    • Muarzi aq-Aluqri (True Neutral, Expert 6), human female
    • Burhan “Pathseeker” Paqalti (Lawful Good, Aristocrat 9), kobold male

    Leader(s): Savior Shammara Hanan Marifa (Chaotic Neutral, Sorcerer 12), kobold female

    Hierarchy:
    • Storyteller: The most important thing for the Children to do, according to themselves, is to keep the memory of Haz-Hurad alive in the minds of current & future generations. And this is most easily accomplished by recounting stories about the kingdom, its humble beginnings, its glorious rise, & its tragic downfall. The role of the Storyteller is to engage their audience, to entertain them, to educate them, & to make them care about the Homeland & its people. The most popular tales are Ismu’s Dreaming, the Samandar in the Smelter, Qalil & the Dragon, the Siege of Sulafat, & (of course) the Hijra. While this is technically the lowest rank in the group’s pecking order, Storytellers are usually quite well respected, & a gifted Storyteller can be revered as a hero of the cause on par with any Savior. Benefit: A +4 insight bonus on Diplomacy & Perform checks when communicating about the topic of Haz-Hurad.
    • Preserver: The kingdom of Haz-Hurad was destroyed over 1,400 years ago, & any remaining relics from the Huradai are at least that old, if not considerably older. Therefore, great care much be taken to find those ancient objects & protect them from the ravages of time. This is the solemn duty of the Preservers, who much travel far & wide, seeking every item that originally came from the Homeland. They broker deals with museums, they buy relics from private collectors, & they negotiate with the direct descendants of Hijra refugees. And when all else fails, they are prepared to take extralegal measures to procure their targets, such as burglary & even grave robbing. While these latter tactics are undesirable & officially denied, the results for these actions cause most members to turn a blind eye, as the ends are used to justify such extreme means. Benefit: A +4 circumstance bonus on Gather Information, Knowledge, & Search checks when looking for things related to Haz-Hurad.
    • Savior: While a Preserver may commit some unsavory acts in order to collect remnants of the past, most would not risk life or limb to do so. There are a few who would, though, some rare individuals willing to do whatever it takes to ensure the immortality of the Huradai, even if it means death for them personally. Such extremists are quickly identified & promoted to the rank of Savior, so that their resolve can be put to the test. These members are then sent on expeditions to the Sea of Fiery Knives, in order to excavate the ruins of Haz-Hurad & bring back whatever they may find. Saviors tend to be eccentric, & perhaps even a little mad, but they are hailed as heroes when (or if) they return from a successful voyage. Most of the group’s resources are committed toward these excursions, but while the Children always provide adequate equipment, guides, & even hired escorts for them, these measures do little to curb the inherent & malevolent danger that pervades the demon-tainted desert where the Homeland once stood. Benefit: A +2 bonus to their caster level for all divination spells; this bonus increases to +4 when attempting to divine information pertaining to Haz-Hurad.

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    The Circle of Jalud

    Alignment: Neutral Evil

    Founding: Unknown (decades, possibly even centuries, ago)

    Membership: ~75

    Influence: Local (Maisan)

    Key Class: Sorcerer, Wizard

    Standard Member: Human Sorcerer 4

    Entry Requirements
    • Possess a non-Good alignment (switching to a Good alignment later is grounds for expulsion from the organization).
    • Charisma 15+.
    • The ability to cast 2nd level arcane spells.
    • Sponsorship from a current member of the organization in good standing.
    • Must have proven one’s self by killing a person with a spell, magical item, or other magical effect.

    Identifying Item(s): a medallion of a dragon’s wing, a walking staff

    Overview
    In the dusty, long-suffering city of Maisan, the citizens must contend with many problems: drought, storms, & dragon attacks are all too common here. But unbeknownst to some residents, there also lurks another danger, one less apparent & more insidious. This threat comes in the form of a clandestine cabal of mages operating in the area known as the Circle of Jalud.

    This highly secretive group is quite adept at hiding in plain sight, so no one knows who is a member & who is not. This breeds a pervasive air of suspicion & paranoia, as anyone could be a member: a neighbor, the incense vendor at the market, the temple priestess, or even a member of one’s own family. They only make their presence known when they wish to send a message, which is usually just a reminder of their presence, written in blood & fire.

    The Circle of Jalud has claimed responsibility for a number of unfortunate events over the years. These include a strange fire that destroyed several blocks (including the only temple of Waharim) before putting itself out, a plague that caused the afflicted to babble incoherently, a black portal that opened over the town for a single day (which blotted out the sun), & countless beheadings. The disasters that they claim as their own are always accompanied by a short cryptic message, left nearby in glowing green lettering.

    These incidents used to only occur once a year or so, but in the last decade the pace of the Circle seems to have accelerated. Nowadays, such tragedies are happening every few weeks, with an ever-decreasing interval between each one. If this trend continues, then the countdown will end in a little less than two years, but no one can say for sure what will happen at that time. The cabal’s motivations are unknown to all but themselves, but it is believed that they are preparing for some sort of impending event.

    From what little verifiable information that exists about the Circle of Jalud, they seem to be styled after various druidic circles, although their methods are a vile perversion of such groups. They apparently meet in nighttime gatherings, wearing long dark robes when they do, & they reportedly perform sacrificial rituals during these meetings. But while druids assemble together to join in a collective veneration of nature, members of the Circle congregate to plot their next act of terror & to combine the arcane forces under their control in order to sew fear & discord among the local masses.

    The bey of Maisan, Ghada izud-Haqara, despises the Circle of Jalud & would do nearly anything in her power to destroy the cabal, but there is little that she can do to impair them or their operations. She has sent investigators to root out the Circle, only for them to turn up dead shortly thereafter. And despite the support of the Church of the Falling Feather (which also opposes these wicked mages), she cannot find anyone who is both willing & able to infiltrate their ranks. So the mayhem continues, the people of Maisan grow despondent, & the Circle’s inscrutable schemes continue unabated.

    Notable Members:
    • Hassan ibn-Nazara, the Watcher (Lawful Evil, Wizard 5), human male
    • Zarifa Raja Safara, the Listener (Neutral Evil, Sorcerer 6), kobold female
    • Sahfsi, the Speaker (Chaotic Evil, Bard 7), half-efreet female

    Leader(s):
    • Shakar Tahanun, the Beginning (Chaotic Evil, Sorcerer 11), half-ghul male
    • Thana izr-Burud, the Middle (Neutral Evil, Wizard 12), human female
    • Harun Oumniyya Zalam, the End (Lawful Evil, Sorcerer 11), kobold male

    Hierarchy:
    • Outer Circle: What little is known for certain about the cabal comes from the few members that have been captured & detained over the years. These have invariably come from the Outer Circle, who comprise a majority of the group’s membership. They were mostly brought into the Circle by a mysterious benefactor, who would do them some impossible favor in exchange for some trivial assistance. Most were promised vast wealth or power for their service, & some were blackmailed with threats of ruination if they hesitated to comply with their orders. Once they were recruited, they were told little about the workings, & many did not even know the identities of their peers within the cabal, only working through their shadowy sponsors. The rare members who have been exposed & arrested have described leaving the group as though waking up from a strange nightmare, only to find that years have gone by virtually unnoticed. Benefit: Unknown.
    • Inner Circle: The Circle of Jalud (whoever or whatever “Jalud” might be) is apparently run by a small core of members called the Inner Circle, who are the only ones who get to see the big picture. Only they know the names of every member. Only they know where every safe house & meeting place is located. Only they know the purpose for the cabal’s seemingly-random acts of terrorism. And only they know of the group’s ties to the rakshasas under Ahuma’s command. The Circle is secretly a front organization working to further the aims of Ahuma & his main team of operatives, known as the Tiger’s Claw. There are only about a dozen members of the Inner Circle, & none of them have ever been captured alive. Once, decades ago, a wizard named Qaladarazad was suspected of being a member of this rank, but upon his arrest, he escaped in a plume of black fire, & was never seen or heard from again. Benefit: Unknown.
    Last edited by Zeta Kai; 2012-01-18 at 02:00 PM.

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    Default Re: [Hourglass of Zihaja] The Final Chapter: Organizations

    Quote Originally Posted by Zeta Kai View Post
    The Cartographers’ Guild
    the REAL Cartographers' Guild
    This cavern is below all, and is the foe of all. It is hatred, without exception. This cavern knows no philosophers; its dagger has never cut a pen. Its blackness has no connection with the sublime blackness of the inkstand. Never have the fingers of night which contract beneath this stifling ceiling, turned the leaves of a book nor unfolded a newspaper.

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    The Corsairs

    Alignment: Chaotic Evil

    Founding: ~770 IR (~414 years ago)

    Membership: ~650

    Influence: Regional (Lisan Coast, Qius Sea)

    Key Class: Fighter, Rogue

    Standard Member: Human Warrior 3

    Entry Requirements
    • 5 or more ranks in Profession (Sailor), Swim, or Use Rope.
    • Must pay the entry dues of 50gp (later, another 50gp in dues will be collected annually).
    • Must pay 25% of all gains acquired during raids to the organization.

    Identifying Item(s): a compass or sextant, a gold tooth or earring

    Overview
    For centuries, the waters of the Qius Sea have been treacherous to navigate. While the waters themselves are calm, pleasant, & relatively storm-free, they are also under the effective control of various hostile creatures. Sahuagin, she-da-zhong, & marids vie for territory both above & below the surface, making it dangerous for anyone who gets in their way. But even more perilous than all of those races are the Corsairs, a deadly cartel of pirates & cutthroats that strike fear in the hearts of all who cross their path.

    This ragtag gang of seafaring bandits has terrorized the people along the Lisan Coast for generations, & has captured many vessels over the years. They usually prey upon merchant ships, but when they run low on lucrative targets they tend to raid small coastal settlements. They rape, pillage, & burn whatever they can, & then flee before a significant force can be raised to oppose them. They used to use oar-ships with team of rowers (mostly unfortunate conscripts), but they have lately gotten their hands on a few of the newer sailing ships, which have radically changed their operations.

    The Corsairs are based out of a hidden pirate cave located on a tiny island in the middle of the Qius Sea. Known as Underdock, the town is a base of operations for the pirates, a semi-lawless place where they can hide from their enemies, recruit new crew members, barter supplies, & plan their next raid. As the name suggests, Underdock is only accessible to low-slung boats via an entrance beneath a set of false docks when the tides are low. The location of Underdock is a closely-guarded secret among pirates, & anyone who tells a non-pirate how to get there faces being branded (quite literally) as untrustworthy.

    The origin of the Corsairs dates back to the last decades of the imperial era, to the time of the legendary pirate, Admiral Blackscale. He started out as a legitimate privateer in the employ of the kingdom of Ilud, which was fighting against the Old Empire. But he eventually found that it was more lucrative to bite the hand that fed him, as his fleet had grown to the point that he no longer needed the support of the Iludai, & in fact, his forces were superior to theirs. Thus began a campaign of terror on the high seas that has lasted for over four centuries.

    The best days for the Corsairs, however, seem to have passed, & it is possible that their remaining days are shortly numbered, as they have been beset by troubles as of late. The nascent technology of sailing vessels has faced its share of setbacks & false starts, but finally seems to be getting off of the ground, so to speak. This means that that the major coastal cities (such as Luardo, Sabur, Sijur, & Zawraq) that have borne the brunt of the pirates’ predations now have the means to fight them on their own turf with faster, more maneuverable ships. They also face opposition from the she-da-zhong, who have been increasing both in numbers & in aggression in the recent years. Lastly, supernatural threats like the Dandan, the marids, & mysterious portals of darkness are taking their toll, & any one of these factors may spell the end for the cartel.

    Notable Members:
    • Deck Hand Dal “the Nose” (Chaotic Evil, Ranger 3), half-marid male
    • Chef “Spoon-Finger” Flono (Lawful Evil, Expert 4), human male
    • Scout “Rateye” Roldo (Lawful Neutral, Bard 5), lizardfolk male
    • First Mate Ardanil Drae (Chaotic Neutral, Rogue 6), masabi male
    • Bosun Thaq (True Neutral, Fighter 7), half-ghul male

    Leader(s): Captain Raza, Commander of the Corsairs (Neutral Evil, Ranger 6/Rogue 5), kobold male

    Hierarchy:
    • Swabbie: Life aboard a ship is an ordeal of suffering, degradation, & arduous labor, & no one knows this better than a Swabbie. Every ship needs a person or two to scrub the decks, clean the bilge, & perform other lowly, dreary tasks, so they give this rank to anyone who is unqualified to fill any other role. It is sometimes difficult to find anyone willing to subject themselves to such misery, so the Corsairs have been known to pick up conscripts during their raids & force them to become Swabbies. Those of this rank who display any aptitude for greater things are quickly promoted to Deck Hands or even Mates, but those who cannot somehow prove themselves can look forward to nothing but pain & humiliation. Benefit: A +4 circumstance bonus on Diplomacy, Gather Information, Intimidate, & Sense Motive checks when dealing with members of the organization.
    • Deck Hand: The duties of a Deck Hand differ greatly, depending on the type of vessel that they serve aboard. On an oar-boat, there are many Deck Hands, perhaps even a hundred or so, & they are tasked with moving the oars, a strenuous, monotonous job that strains the mind & body. But on a sailing ship, there are far fewer of them, & they are needed to trim the sails, haul cargo, & load any weaponry, which are generally seen as lighter work than oaring (even though it is still a difficult job). In either case, they are at the mercy of the higher ranks, who can order them to do just about anything, & the only solace that they have is the fact that they are superior to the pathetic Swabbies, a point that they often take merciless advantage of, when given the chance. Benefit: A +2 competence bonus on all Profession (Sailor), Swim, & Use Rope checks, which increases by +2 for every rank beyond Deck Hand (for example, a Quartermaster has a +6 bonus, while a Captain has a bonus of +10).
    • Mate: Anyone who serves aboard a ship can be referred to as one’s shipmate, & the term is regularly used among sailors & other maritime crew members to address each other. This rank refers specifically to member that is above the lower ranks, but is not of full command level. They typically come from the pool of Deck Hands on board a vessel, but have proven themselves through years of service as capable & trustworthy. They often serve as jacks-of-all-trades, performing whatever duties are required at the moment. The number of Mates serving on a specific vessel is at the discretion of that ship’s Captain; some have several Mates, while others get by without any at all. They are usually given numerical titles (such as First Mate, Second Mate, etc.) & assigned to follow the orders of a particular officer. Benefit: A +2 inherent bonus to one’s Strength or Dexterity score (choose one).
    • Quartermaster: On most vessels that ply the oceans, a Quartermaster is responsible for the ship’s maps, orientation, & other facets of navigation. They also usually man the helm, steering the wheel the precise amount to move the rudder in the intended direction, as ordered by the Captain. Aboard one of the Corsairs’ vessels, they serve the same basic function, & in addition, they also keep an eye on the crew for the captain, ensuring that they stay on task & do not slack or mutiny. In this role as supervisor, they are often called a boatswain, which is shortened to (& pronounced as) simply “bosun”. There are typically about 2 to 4 of them on each ship, one for every work shift, although some ships get by with only one. Benefit: A Quartermaster gains 4 extra skill points.
    • Captain: The undisputed master of each ship is its Captain, a petty sultan within their little wooden kingdom. Although each vessel has its own set of rules, & most of them are administered as if their microcosmic democracies in many respects, the Captain has the final say on matters, & can even overturn a vote by the rest of the crew (even though they do so at their own risk, & there have been occasions of mutiny). The Captain decides the ship’s destination, orders any & all raids, leads his crew into battle, & dispenses the bounties of victory. The most famous member of this rank in recent times is the fierce & fearsome Captain Raza, the so-called Commander of the Corsairs & undisputed master of Underdock. He rules over the other Captains with a combination of intimidation, audacity, strategic maneuvering, & sheer force of personality. A majority of the others would like to see him shamed, deposed, exiled, or even killed, so far none of them have dared to make a move against his rule. Benefit: Once per day, the ability to emulate the effects of a mass suggestion spell (allies only); their caster level for this effect is equal to his or her Hit Die.
    Last edited by Zeta Kai; 2012-01-09 at 08:32 AM.

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    The Dar-Amal

    Alignment: Neutral Good

    Founding: 23 AF (332 years ago)

    Membership: ~700

    Influence: Local (Fandaq)

    Standard Member: Half-Genie Commoner 1

    Entry Requirements
    • Must be a Half-Genie, a Sabi, or directly related to one.
    • Sponsorship from a current member of the organization in good standing.
    • Must pay the entry dues of 25gp (later, another 25gp in dues will be collected annually).

    Identifying Item(s): a pendant depicting a weeping eye

    Overview
    In the modern day, it is a difficult thing to admit to having genie blood in one’s veins. People who are known to have magical abilities face persecution & prejudice on a daily basis, which can even lead to violence. For this reason, many half-genies attempt to hide away from those with “pure” blood, & most sabi deny their numari heritage whenever possible, hiding their true nature from the general public.

    There is a place, though, where genie-kin can escape such bigotry. In this House of Hope, known as the Dar-Amal, half-genies & sabi can be safe among their own kind, & non-genie parents can rely upon each other for support. Based in the city of Fandaq, they have a large semi-secret meeting hall where many genie-blooded families live in peace & relative harmony, as well as several smaller safe houses scattered about the surrounding lands.

    Unlike most places in the Central Continent, Fandaq is actually rather tolerant of numari, so long as they don’t use their magical abilities in public. The people there, like any other post-Pactspell culture, are still adamantly against the use of magic, so deeply ingrained is their fear. Some of them may be uncomfortable around numari, but they will not harass them in the street, unlike less open-minded places, such as Darb & Ostaz.

    The primary hall for the group is a sprawling estate, located on the edge of the old border walls that used to mark the perimeter of the city. When the Dar-Amal was first founded, this building was just outside of town, but over the years, Fandaq has expanded to surround the house & the land upon which it rests. It was purchased by a wealthy merchant prince who had fallen in love with a genie that he had found trapped in a hookah pipe, fathered several half-genie children with her, & wished to raise his family in peace. Today, the grounds are maintained by the sabi, while the half-genies mostly remain indoors, only coming out under the cover of night.

    The hall itself is a three-story building, although there are at least two levels below the ground, as well as several tunnels leading to deeper subterranean chambers. The house is in the shape of a six-sided ring, with a private plaza in the center filled with exotic flora from far-off lands. The first floor is mostly a maze of small empty rooms & semi-hidden passages, as the second floor holds most of the living space & the uppermost level has all of the sleeping chambers (most of which can only be reached via first- & second-floor routes). It is widely believed, although never officially confirmed, that some of the storage rooms in the basements lead to underwater chambers connecting to the nearby Hasini River.

    While some would call this place a haven for those of genie blood, others see it as nothing more than a self-imposed prison, a gilded cage of their own choosing. These people claim that the Dar-Amal is nothing more than a means of hiding genie-kin from normal society, a way of maintaining the status quo which benefits no one in the end. Others believe that the Dar-Amal is merely the public face of a much larger movement, a clandestine conspiracy of mages & numari that are plotting to subjugate & destroy humans, kobolds, gnolls, & lizardfolk everywhere. Recently, an unknown party appears to be trying to drive the group out of Fandaq, attacking safe houses & sabotaging their efforts to hide & protect other genie-blooded people. It is suspected that those responsible for this violence must belong to one of these two extreme philosophies, but this conjecture has yet to be confirmed.

    Notable Members:
    • Master Poet Imad Sadiq al-Azraq (Chaotic Good, Commoner 3), half-marid male
    • Mother Zari (Lawful Good, Paladin 2), terisabi female

    Leader(s): Lady Muna Jamaya (Neutral Good, Bard 14), human female

    Hierarchy:
    • No real hierarchy exists for this organization. Benefit: A +4 competence bonus on Disguise checks when masquerading as a human.
    Last edited by Zeta Kai; 2011-11-23 at 01:06 PM.

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    Default Re: [Hourglass of Zihaja] The Final Chapter: Organizations

    Druidic Circles

    Alignment: True Neutral (some circles may vary, but all are Neutral in some respect)

    Founding: Varies, but most have been extant for centuries

    Membership: ~14-140

    Influence: Regional (varies, only one region for each circle)

    Key Class: Druid

    Standard Member: Lizardfolk Druid 4

    Entry Requirements
    • Possess a Neutral alignment (switching to a non-Neutral alignment (LG, LE, CG, or CE) later is grounds for expulsion from the organization).
    • At least 1 level in the Druid base class.
    • Wisdom 15+.
    • An invitation to join, issued by the senior Ras of the circle.

    Identifying Item(s): The Standing Mark of Umaj

    Overview
    A druid is a person who has answered the call of the wild. They feel a deep connection to nature, the natural world, & the inherent balance found within it. While their veneration & protection of life unites them, their methods divide them, as do their individual focuses. For this reason, druids often identify themselves by the druidic circle that they belong to.

    A circle is to a druid what a temple is to a cleric: it is a gathering of the faithful, so they may all commune with their one another & exalt the divine as one. The circles are the major sects of druidic worship, as separate from one another as clerics from different religions. Most of them are aligned to a specific deity, & some circles have close ties to the churches of their respective divinities.

    The members of a druidic circle gather together in remote meeting places, far from civilization, usually near some natural landmark, such as a river or a cavern. This site may change from time to time, but a particular circle will usually choose a site that fits their specific thematic elements. Almost all circles have close ties to the rangers & barbarians that operate in their area, especially those who worship the same deity as they do. Circles are almost invariably democratic organizations, so while a longtime Badan or a Ras may have more influence than a newly joined Rajl, each member’s vote is counted equally, & a simple majority is all that is needed to pass any measure.

    There were once many more circles than exist today, but several were broken during the Ten Dark Years, & more have been disbanded in the intervening centuries. The first circles were founded before the Age of Kingdoms, but none of those ancient orders are known to have survived to the present day. It is rare for a new circle to be formed, & those that do are either reformed circles that were once broken or reconstituted circles that are made up of members from several broken circles. It used to be unthinkable for an individual druid to reject membership in some circle or another, but some modern druids fail to see any advantage in doing so, preferring to remain independent.
    • Circle of the Fang: Undoubtedly the most reclusive circle, these druids worship Umaj & associate primarily with the beasts of the world, largely avoiding contact with other sentient beings. They occasionally come out of seclusion to aid other druids, barbarians, or rangers, or to help those lost in the wild return to civilization. But otherwise, they are active only when some grave threat to the ecology arises, such as a marauding dragon, a marching army, or an unexpected fade. So secretive are they that no one outside the circle can say how many members they number. They mostly roam the Qatra Plains & the Jasmin Woods of western Ilud in a semi-nomadic fashion, but they have been spotted as far afield as Alhurus Lake, the Adjal Strip, & Arch Rock Road.
    • Circle of the Flame: This is a circle of one, though several non-druids claim membership, mostly rangers in the employ of the one & only druid of Maqur, Lord Malik Sayed al-Rabb. Based around the city of Zawraq, this “circle” focuses on destruction & renewal, often to the exclusion of the needs of nature’s balance. Their willingness to employ & spread fire, combined with their wanton disregard for the wellbeing of the environment (not to mention other people), makes this circle the enemy of most other druids. According to legend, there was once a legitimate circle dedicated to Maqur that went by this name, but they are said to have destroyed one another; any connection between the original order & its current namesake is unknown.
    • Circle of the Gray: One of the most widespread circles, this Daq-aligned order is primarily concerned with matters of fate & the balance between Good & Evil. They wear gray robes, bathe in ashes, & are the most aggressively neutral of all the circles. Their meeting sites are usually in isolated hilltops or places where water meets land, & they always meet at either sunrise or sunset. Their commitment to neutrality is sometimes off-putting to those who would normally ally themselves with the order, as they have been known to quickly switch sides on an issue when they perceive an imbalance in the opposite direction.
    • Circle of the Ice: The druids of the dvernin were encountered in Yan by members of the Circle of the Sun several decades ago. After an exchange of information, they agreed to take on the informal name & maintain a basic tie with the various druid orders from the Central Continent. They are dedicated to Isvel & Sjor, but are not very concerned with their divine parents, Bjardvif & Hagalvethr. This group is actually one of the larger circles, with a membership numbering over a hundred active druids, & many times that much in allied barbarians & rangers. They tend to hold their meetings in caverns or large fissures in the ice, away from the howling winds & frequent snows of the surface.
    • Circle of the Land: One of the oldest & largest circles, this druidic order pays honor to Umaj, although the members themselves rarely come together in any capacity. Their meetings are rare, but when they do come together, it is because there is an issue of dire importance that needs to be addressed. Many of the master of the wastes count themselves as members of this circle, most notably Ras Shasad, the group’s oldest & most prominent member. The fact that the Ras is actually a Pashatai is cause for some tension within the circle, as the Umajan majority feels no affinity for the Mother of Rains. They usually meet at the bottom of dried river beds in Burdusq & Sheqari, but they sometimes sent Badani on missions into the mountains of the Satha Laylanuha, where they often encounter the Circle of the Mountain.
    • Circle of the Lion: A dying circle, this order is down to just a few remaining members, despite their efforts to proselytize & recruit. Aligned with Qirus, they value honor, valor, & the glory of war above all else. Their belligerent demeanor & strange code of conduct have deterred many from joining their circle, & are blamed for the deaths of many members in the past. Most of the members, both today & in the past, have been aazlai, although some humans count themselves among their ranks. Their preferred meeting sites are in the savannas & rocky plains of southern Burdusq & the Northern Wastes near Alhurus Lake.
    • Circle of the Mother: While this order is not supported by the Church of Zaia, which considers it to be somewhat heretical, members of this circle are devoted to the Great Divider. Following her divine example, they maintain a constant patrol, looking for any fades, portals, or rifts leading to Najmah, so that they may prevent any planar crossings. They also pay close attention to the activities of the other circles, so that they can ensure that no other druids are threatening the planar boundary. After decades of mutual silence, the circle has recently come to an understanding with the other Zaians, & both sides have vowed to avoid interfering with each other’s affairs, replacing the sometimes-bitter stalemate with a fragile truce.
    • Circle of the Mountain: This circle is associated with Waharim & largely confined to the Satha Laylanuha & its rocky foothills. They are strongly aligned with the rangers & geomancers that live in the region, & together they watch over the passes & caverns of the mountains, protecting them from harm. They regard miners with a wary eye, & will readily chase off any that threaten the delicate balance of nature there. They wear earth-colored robes, & paint their skin the color of the local stone, which allows them to easily blend in with their surroundings. The order typically holds their meetings on mountain peaks, wide cliff-side ledges, in narrow canyons; anywhere that the winds howl & the land meets the endless sky.
    • Circle of the Night: An old order with a long history, this circle has been in decline for many years, & now its members are only a few dozen strong, a fraction of what they once were. Devoted to Sunya, they roam the land in search of fades, rifts, portals, & other means of gaining access to the ever-night world of Najmah. Sunya’s church does not support druids, so they are forced to hide even from other Sunyans, lest they be persecuted. Because they wear black or other dark-colored robes, they are often mistaken for Sidarites, a misconception that they do little to dispel. They always meet out in the open, far from any settlements & under the cover of darkness, so that they can see the countless stars in the sky (known as the Falaqi).
    • Circle of the River: Dedicated to Pashati, this circle strives to uphold the principles of the Riverqueen: cleansing, growth, & renewal. They watch over the major waterways & their tributaries, ensuring that the waters are clean & free from artificial interference. They almost always meet on the banks of one of the Sister Rivers (the Narrow, the Elzim, or the Saqiyah), or along the Hasini. This order has nearly a hundred members & nearly twice that many allied rangers, barbarians, & adepts, making it one of the larger circles. Their wrath against those who pollute the streams & rivers is terrible, but their lack of mercy is disconcerting even for those who agree with them, as most would prefer a more measured approach instead of their extreme methods.
    • Circle of the Sands: The servants of Limalia understand that strength & endurance are best gained by overcoming adversity, so the members of this circle facilitate such trials by destroying the tools of civilization. They tear up roads, ruin bridges, & even alter the landscape itself to create hardship for others, preferring the natural serenity of the wasteland to the irrigated cacophony of modern society. This mission, of course, puts them at odds with almost every other sentient being on the continent, even other Limalites, & it is no surprise that they have few members & even fewer allies. Only the most misanthropic followers of Maqur can abide such wanton destruction. It is only their small numbers (there are less than two dozen members) that keep them from being a greater threat. They always meet in the middle of the desert, usually in or around the ruins of some long-dead culture.
    • Circle of the Serpent: More of a cult than a proper druidic order, this circle serves the interests of Martuakh, & seeks to find a way to awaken the Sleeping Serpent. They hope to achieve this goal by laying low the works of other races & preparing for the world for the rise of the she-da-zhong. They sabotage trade routes, ruin crops, & poison water supplies all along the Lisan Coast, making life difficult for the people that live there. The members of this circle even plan to somehow alter the environment & reform the climate, to best suit the she-da-zhong’s preference for warm, humid conditions. Though they are few in number, they use their three-dozen-strong force, backed by the zhong’s resources from their homeland, to wreak havoc among the coastal peoples. They have no allies on the Central Continent, & must meet in remote caverns to avoid detection.
    • Circle of the Slate: The smallest of the formal druidic circles (capped at fourteen members, although currently only eleven of them are active), this order is devoted to Sidaru, even though the church does not officially recognize them. They zealously observe the natural cycle of death, & keep a vigilant watch for any sign of sentient undead, ghuls, & necromancy, as well as making certain that the powers of other circles or priests over nature do not adversely affect the balance between life & death. Like any Sidarite, these druids are a grim, somber lot, wearing black robes (although their Ras typically wears white) & often chant a dirge called the Threnody of Concordance. They generally hold their meetings in cemeteries, cairn fields, or anywhere else that the dead are interred.
    • Circle of the Sun: Associated with non-Imperial worship of Johoum, this circle venerates the day, the sun, & the cycle of the seasons. As the Church of Johoum does not support them, they are completely outside of the political maneuvering of Ayat & the Taj. They are generally unobtrusive, & rather well-liked in comparison to the more formal Johoumite clergy. They wear light-colored robes, & meet in open sunlit places, far from the shade of walls & roofs. There are over a hundred of them, & they mostly operate in the Northern Wastes, the Red Sands, the Sahra Basit regions. Noor al-Muhraq has attempted on multiple occasions to employ their aid in location the Temple of the Throne, but they have rebuffed her efforts thus far, as they do not believe in her goals & would prefer not to be seen as taking her side.
    • Circle of the Three Rings: This circle is aligned with the Darshan & is primarily concerned with matters of prophecy, revelation, & exploration. They are allied with several mages, all of whom are accomplished diviners. Having no set territory, the circle’s members travel all across the continent, going wherever the hand of fate leads them. Unlike other circles, they are led by a triumvirate of three Rasi, who are in a state of constant conflict with one another. On the rare occasions that they meet, they do so in a different place every time, the site chosen by one of their oracles. A member of this order can be identified by the three rings that they wear on their left hand.
    • Circle of the Wave: A newly-formed circle of adventuring druids loyal to Limalia, this order’s members conduct their affairs on the high seas, working on ships both pirate & mercantile. They are explorers delving into the wonders of the wide ocean & making contact with life under the sea, as well as observing the predations of the deadly Dandan. They face wicked storms, sahuagin attacks, & worse so that they may pay tribute to their harsh mistress. Every time they survive one of the Queen of Trials’ merciless perils, they feel that they have become closer to the divine, & they hope that by surreptitiously guiding their ships into harm’s way, they may elevate their companions, as well. Of course, those that have discovered the truth of their mission tend to feel rather differently about all of the dangers that they seem to attract.

    Notable Members: Too numerous to list

    Leader(s): Nominally, the senior Ras of each circle

    Hierarchy:
    • Rajl: When a druid first joins a circle, they must go through a probationary period until they have proven themselves, which may take anywhere from a few months to several years, depending on the circle. During this time, they are known as a Rajl, which means “leg”. They are expected to carry messages between other members, which is especially vital when the circle’s Ras calls them together at their chosen site. Those that are able will use an animal messenger, but those who cannot must carry the messages in person or find some other means to convey them. They are generally treated well by members of Badani, but there are some cases of patronizing or condescending behavior, which is generally prohibited by the Ras. The Rajli do not typically wear any identifying mark of their rank, as it is always well known by all members just who is who within the order. Benefit: A +4 circumstance bonus on Diplomacy, Gather Information, Intimidate, & Sense Motive checks when dealing with members of the organization.
    • Badan: Most of a circle’s membership is made up of Badani, which are druids that have already gone through the trials of the Rajli. In order to become a member of this rank, one must pass several tests: the Trial of Belief, the Trial of Devotion, & the Trial of Trust. The word Badan means “body”, & the term is nearly synonymous with being a part of a druidic circle. A Badan may be called upon at any time by their Ras to carry out a mission for the benefit of the order, but this is only done when necessary & the assignment of excessive missions may result in a vote to impeach the Ras, although such an event is very rare. These missions can sometimes be dangerous or even deadly, & may take them away from the circle for an extended period of time, but a member who successfully completes such a task will have earned great respect from their fellow members, & may even put them in the running to become the next Ras. Benefit: A +4 resistance bonus on all Fortitude saves.
    • Ras: Each circle has a designated speaker, one who calls for meetings, invites unaffiliated druids to join the order, & organizes votes on proposed issues. This spokesperson, typically the eldest & most experienced druid in the order, is known as the Ras, which means “head”. In many ways, the Ras is no more important or powerful than any other member, but they are at all times regarded with great deference. The Ras of each circle is chosen from among the Badani that have earned the most respect, & are voted upon in a special election; unlike with other issues, the Ras cannot be chosen until every current member has cast a vote. They serve for an indefinite period of time, & many Rasi have held the rank until their eventual death, but a member of the circle can call for a vote of confidence at any time. Benefit: A Ras gains 4 extra skill points.

  20. - Top - End - #20
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    Default Re: [Hourglass of Zihaja] The Final Chapter: Organizations

    The Fateweavers

    Alignment: Lawful Evil

    Founding: Unknown (before the Age of Kingdoms)

    Membership: ~500

    Influence: Global (Najmah & Siraaj)

    Standard Member: Devil Wizard 1

    Entry Requirements
    • Must be a Devil.
    • Must either have at least 1 level in a base class or an NPC class, or be a unique devil (as opposed to a pit fiend or an erinyes).
    • Intelligence 15+.
    • Sponsorship from a current member of the organization in good standing.

    Identifying Item(s): a Himan coin, a book of diabolic law, a length of rope

    Overview
    The devils of Najmah are many things: devious, cruel, & despotic in the extreme. Most notable in discussions about the Achyrion is their steadfast commitment to the subjugation of all other creatures, which puts them at odds with every individual & culture on both worlds. But it is hard to deny that they do actually possess some virtues, however small & inconsequential. One of these few merits is their efficiency; they are a highly organized lot, & they are quite adept at putting forth the maximum impact with a minimal effort.

    An exemplary case in point is the group known as the Fateweavers, a relatively tiny organization that nevertheless is directly responsible for supplying the entire Hima Sovereignty with millions of souls every year. Based in the sovereign capital of Sirngaveram, they are a committee of devils who represent the interests of the devils across Najmah & even on Siraaj. They travel far & wide, searching everywhere for opportunities to exploit, so that they may further the devils’ agenda.

    The most important part of their operation is also the one that requires the least effort. The Fateweavers are in charge of representing the devils at the Pit of Fate. After the Ascension of Failures, where a dead soul sees all of the mistakes & iniquities that they committed during their life, they come to the Terrace of Rubies. There, three devils will address the soul, & offer it a chance to join them as an immortal instead of passing on to a mysterious fate. The soul may accept the bargain, & be reborn as a devil on Najmah, or it may pass through the black gate into the unknown.

    The trio of devils who negotiate with the souls of the dead in the Pit of Fate are appointed by the ruling board of the Fateweavers, & are often reevaluated & replaced. While it is believed that a majority of souls reject the offer, the devils still collect thousands of souls every single day, which are then sent to Hima to eventually be processed into new devil bodies. The Ascension of Failures does most of the work for them, showing the dead where they went wrong in life, which often leaves the soul despondent & shameful. The three devils need only offer them an opportunity to escape judgment to live forever in a land of magic, & many souls accept without reservation.

    This lucrative bounty of souls has ensured that the Fateweavers are exceptionally powerful; in fact, they are the only organization in the Hima Sovereignty to rival the current chancellor’s political power. While they have always been content to keep to their own affairs in the past, they have lately become bolder, sometimes working in direct opposition of Chancellor Shaa’rokhan or Grand Vizier Bhuraakhan, especially through their warlocks on Siraaj. The reasons for this recent rise in activity are unknown, but it may have something to do with the ascension of Maphexes, the newest member of the trio at the Terrace of Rubies.

    The Fateweavers’ long record of success, combined their standing in the Hima Sovereignty, have created a plethora of adversaries, rivals, & other parties that would enjoy seeing their downfall. The chancellor, the grand vizier, & even Empress Tamaskama have plotted their destruction at several points in the past, only to find themselves out-maneuvered by the group & forced to save their daggers for a later time. Rumor has it that they have some residual control over the souls that they have collected over the centuries, although most would dismiss such a theory as ludicrous. It is also said that they have a secret agenda, one that goes far beyond the devils of Hima, & may even involve the eventual enslavement of the entire devil race. The truth, if any, of these tales may never be known, but regardless of their plans, their every move shapes the future of all devil-kind, for good or ill.

    Notable Members:
    • Weaver Kylaphes (Lawful Evil, Wizard 4), erinyes female
    • Weaver Malagon (Lawful Evil, Cleric 3), hamatula male
    • Weaver Orystos (Lawful Evil, Bard 2), gelugon male

    Leader(s):
    • Chalæros, the Spinner (Lawful Evil, Wizard 5), cornugon male
    • Zathydon, the Measurer (Lawful Evil, Sorcerer 1), pit fiend male
    • Maphexes, the Cutter (Lawful Evil, CR21), unique female

    Hierarchy:
    • No known hierarchy exists for this organization. Benefit: Unknown.
    Last edited by Zeta Kai; 2011-12-02 at 11:32 PM.

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    Default Re: [Hourglass of Zihaja] The Final Chapter: Organizations

    The Fatima

    Alignment: Chaotic Neutral

    Founding: 353 AF (2 years ago)

    Membership: ~200

    Influence: Continental (Central Continent)

    Key Class: Rogue

    Standard Member: Sabi Rogue 3

    Entry Requirements
    • Must be a female.
    • 6 or more ranks in any two of the following: Bluff, Disguise, Hide, Move Silently, or Tumble.
    • Dexterity or Charisma 18+.
    • Sponsorship from a current member of the organization in good standing.

    Identifying Item(s): the Sunray of Akasha, a mirror

    Overview
    Women are often forgotten in the annals of history, or marginalized by the male scribes & bard until little remains of their impact on events. While some races & cultures consider them to be equal to men in most respects, many peoples have treated them as somehow inferior. This was more prevalent in ages past, before the Pactspell, but some discrimination continues to the modern day. One group that demonstrates the power, intelligence, & versatility of women, for deadly effect, is the Fatima.

    The Fatima is a female-only union of spies, assassins, & saboteurs, who work together to accomplish more than any one of their agents could achieve alone. They typically work in teams of three to six members: one or two mission specialists, one or two support agents, & one or two for backup duty. Already in the short time that they have been active, they have proven that they are a force to be reckoned with, as they can seemingly go wherever & do whatever they wish with impunity.

    Their overarching goal is to prevent violent conflict on a large scale, wherever it may occur. They oppose warlords, as well as instigators of war such as Baba Shafiei & the Ostazai Empire. Whenever they can, they try to prevent as many casualties as possible, & even their most deadly missions are carried out with surgical precision, so as to minimize any loss of life. This agenda makes them de facto pacifists, which is ironic considering that they use death & destruction as tools to bring about that agenda. But whether infiltrating a scribe’s house to steal a scroll, posing as courtesans to get close to a target, or using their beauty to beguile guards, agents of the Fatima always act in what they believe to be the best interests of the people.

    This group was organized by Sahba Shafiei after her falling-out with her father over the increasingly militant direction of the Bulbul. She serves as the Fatima’s director, choosing which missions they will accept & which members will undertake them. While not all of their missions are chosen with their primary objective in mind, as some are merely lucrative jobs that fit their rather unique skill set, they will never carry out an operation that facilitates a war, serves a warlord’s interests, or causes undue death.

    Unsurprisingly, their main opposition comes from the two organizations that they attempt to curtail the most, namely the Bulbul & the Empire of Ostaz. Other Ostazai-aligned groups, such as the Light of the Taj, also work against them, as do several organizations that promote needless war & suffering, like Al Jald wa Janzir, the Blades of Sabur, & the Red Fangs. They regard the churches of Qirus & Sunya, both gods of war, are with contempt, but have taken no steps against them. Peaceful organizations, such as the Church of Sidaru & the Dar-Amal, are counted among their allies, as are anti-Ostazai groups like the Broken Shackle. Most members of the Fatima worship & swear by Akasha, loving her above all others.

    Notable Members:
    • Sister Sharun (Neutral Good, Ranger 5), human female
    • Sister Zenda wawa Oukht, the Lady of Death (Chaotic Evil, Bard 6), gnoll female
    • Mother Aidhu Rih (Chaotic Neutral, Rogue 7), half-djinn female

    Leader(s): Sahba Shafiei (Chaotic Good, Sorcerer 6/Ranger 2), terisabi female

    Hierarchy:
    • Sister: Most members of the Fatima are of this rank, so every one of them must be talented & versatile. On one mission they may find themselves trailing a thief back their hideout, & in the next one they could be sneaking into a guarded building, & during the one after that they might be silently eliminating a target. Most of the time, they fill a support role, such as reconnaissance or security, allowing the specialists to achieve the mission objective for the team. Occasionally, they will serve as backup for the specialists, filling in if something goes wrong. They spend their entire tenure in this rank being trained by their superiors, so that they can possess the most advanced & varied skill set possible. Benefit: A +2d6 bonus to Sneak Attack damage; if a member does not already have the ability to use Sneak Attacks, she gains the ability to do so at this time (starting at +2d6 Sneak Attack damage).
    • Mother: Once a Sister has completed her training & passed the ritual of the Darkest Dawn, an arduous & agonizing ordeal in which the Sister must fight against her peers in a series of challenges, then she may ascend to the rank of Mother. At this point, she is considered qualified to be a mission specialist, although she may still be called upon to support or back up another specialist instead. Mothers are feared & respected by members & non-members alike, & for good reason; only the Grand Mothers are more talented, more resourceful, or more deadly. They spend the majority of their time training, honing their already-impressive skills & preparing for their next task. Benefit: A +2 inherent bonus to any one of her ability scores (choose one).
    • Grand Mother: Regardless of age or maternal status, members of this highest rank are known as Grand Mothers. There are only ever a few of them active at any one time, & currently there are less than a dozen. In order to attain this title, a Mother must complete the ritual of the Endless Dusk, wherein she is expected to best her peers in a potentially-lethal contest, which tests the limits of their skill, endurance, & resolve. Only the best of the best can become a Grand Mother, & many fail to complete the trials (or die trying). They rarely participate in field operations, but when they do, they are always one of the mission specialists, leaving the support & backup roles for the lower ranks. They usually stay in one of the Fatima’s various hidden bases scattered across the continent, where they train others, administer tests of proficiency, & plan future missions. They take their orders directly from Sahba Shafiei, but she often prefers to let them manage their own affairs. Benefit: A +5 resistance bonus on all saving throws.
    Last edited by Zeta Kai; 2011-12-31 at 11:03 PM.

  22. - Top - End - #22
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    Default Re: [Hourglass of Zihaja] The Final Chapter: Organizations

    The Gadilites

    Alignment: Chaotic Good

    Founding: 352 AF (3 years ago)

    Membership: ~800

    Influence: Local (Qulzai)

    Standard Member: Human Commoner 1

    Entry Requirements
    • Possess a non-Evil alignment (switching to an Evil alignment later carries no real penalty).
    • Must believe that Gadil izra-Yusuf is the Chosen One.

    Identifying Item(s): a cord with three large beads, a medallion depicting either three interlocking rings or an open eye

    Overview
    In the desert city of Qulzai, a self-described prophet named Gadil izra-Yusuf has risen to prominence, claiming to have received divine wisdom. Many locals are calling him the Chosen One, believing that he is a messianic figure that will unite the world against the evils that plague them. They say that he will save the world from the forces of darkness & usher in a golden age of enlightenment. This rapidly-expanding group of followers is known as the Gadilites, & they are quickly becoming a problem for the ruling council of the city.

    Despite his humble wishes to live simply & spread his message without undue adulation, Gadil has become one of the most popular & well-known figures in the city. The Gadilites are beginning to worship him, instead of heading his words, which is deeply troubling to him. They gather around him wherever he goes, often pushing away non-believers, even though those are the people that he is trying to reach the most. They also block traffic & interfere with the city guard, which has caused some of them to be arrested. They claim that this is some kind of persecution of their new-found faith, which is unusual for a place as religiously diverse & inclusive as Qulzai.

    Gadil is trying to direct his followers toward positive endeavors, such as charity, community services, healing the sick, & feeding the hungry. He is making some headway in this endeavor, although this initiative is taking time away from his true mission, which is to spread the words of wisdom to anyone who will listen. Most members would rather sit in his presence & silently absorb his speeches, but they generally obey his requests. He is resigned to these distractions, however, because he believes that they serve the greater good, & that those who have been helped by the Gadilites will be more receptive to his message.

    The Gadilites have little real organization in & of themselves, acting as a benign mob most of the time. There are some long-time followers who have attempted to assert some authority on account of their seniority, but few of their peers pay them much heed. The only force for order in the group is Gadil himself, although is becoming apparent that even his ability to exert control is finite. The organization has grown rapidly in recent months, & seems to be continuing its pace at a nearly-geometric rate, so it may soon grow beyond any one man’s capacity to command.

    The ruling council of Qulzai is growing increasingly agitated about Gadil & his followers. The council members fear that he & his movement are threatening the delicate status quo in the city, so they are looking into ways of neutralizing him before the Gadilites cause any lasting harm to the established order. None of those sitting on the council are receptive to him or his message, but they all know people who have joined his group, & its rapid growth & relatively unknown, nebulous nature scare them greatly.

    The ruling council is not the only force, however, that opposes the Gadilites. Already, some within the group have become disillusioned with the movement & have spoken out against its lack of fidelity to the Gadil’s message & ideals. Also, the established churches in Qulzai have been putting pressure on them to conform to their structure, demanding that they build shrines or collect tithes or some other standard religious practice. Lastly, the elders of the nomadic peoples in the Northern Wastes have largely rejected the teachings of Gadil, in reaction to the rapid spread of his word among the nomads.

    Notable Members:
    • Iman al-Mumin (Chaotic Good, Commoner 4), hawasabi male
    • Majida Duneclimber (Lawful Good, Expert 3), kobold female

    Leader(s): Nominally, Gadil izra-Yusuf (Neutral Good, Bard 4/Cleric 11), human male

    Hierarchy:
    • No real hierarchy exists for this organization. Benefit: A +2 morale bonus on all Concentration checks & Will saves.

  23. - Top - End - #23
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    Default Re: [Hourglass of Zihaja] The Final Chapter: Organizations

    The Hand of Dusk

    Alignment: Neutral Evil

    Founding: 339 AF (16 years ago)

    Membership: ~150

    Influence: Local (City of God)

    Key Class: Rogue

    Standard Member: Human Rogue 1

    Entry Requirements
    • 4 or more ranks in any two of the following: Hide, Intimidate, Move Silently, Search, or Sleight of Hand.
    • Must get a tattoo of the organization’s symbol on one’s right shoulder.
    • Must pay 50% of all gains acquired during “jobs” to the organization.

    Identifying Item(s): a tattoo of a black hand with an open palm

    Overview
    Most large settlements have a problem with organized crime to some extent. The concentration of people, combined with the logistical needs of all those people, engenders inequalities that feed criminality in all forms. And whenever crime is rampant, there with be some who wish to consolidate their illicit efforts, so that they can maximize efficiency & profitability while minimizing risk & effort. So, although every city has some form of a thieves’ guild, none of them are as ambitious, notorious, & deadly as the Hand of Dusk.

    As the local thieves’ guild of the City of God, the Hand of Dusk is to blame for much of the crime in the area. The cartel was founded by an unpleasant man known only as Fazul, who hates the city & is determined to bleed it dry. He runs the organization with brutal efficiency, using fear of his sadistic wrath to keep his subordinates in line. Even the local authorities are afraid of him & what he might do to them (& their loved ones) if they stand against him.

    Before the Hand of Dusk, the city’s previous thieves’ guild was the Black Glove, a much more refined & cordial group. They were led by Karim Ali ibn-Qufaz al-Aswad, a merchant prince with several strong ties to nobility & even royalty. Fazul is said to have assassinated Karim (along with his lieutenants) & taken over the Black Glove’s operations, usurping the city’s organized crime in a single night of terror & bloodshed.

    What makes the Hand of Dusk stand out among other criminal cartels is its ability to strike anyone, anywhere, with little if any warning. Its members seem to spring from the shadows, & return to them just as swiftly, as if they were everywhere & nowhere at once. The key to this terrifying reach is their use of a vast network of tunnels running below the City of God.

    Because of the restrictions on construction put in place by the Urban Planning Council, building owners have taken to digging basement levels, some of which are several stories deep. Underneath the city, there is a growing network of tunnels connecting many of the cellars in town, dug out of the sandstone. The Black Glove originally took advantage of this using a nexus of passages in the basement of a bakery owned by one of Karim’s most trusted lieutenants. When Fazul murdered the old pastry chef, his familiar found the tunnels & reported them to its master. Fazul’s Bakery is now the name of the guild’s headquarters, although no bread or cake is made there, as the store is just a front for the group.

    Currently, the Hand of Dusk is engaged in a surge of illegal activity, as its members are solely responsible for the crime wave gripping the City of God. The cartel is attempting to spread is influence to nearby settlements, pulling jobs as far away as Naranj & Sijur. Their efforts are hampered, however, by the very thing that makes them so successful in their home city. They have grown dependent upon the network of tunnels under the city to commit most of their crimes, & without it, they are not nearly as effective, to Fazul’s chagrin.

    Another factor that hinders their expansion is opposition from a number of sources. They have numerous enemies, from the local authorities, to the Scarlet Sentinels, to rival thieves’ guilds in nearby towns. Fazul is universally despised, & few of the Hand’s members have any important allies outside of the cartel. Among their most vocal opponents is Zaman Abdul, the master of the city’s merchant guild & the newest member of the Divine Assembly. Zaman was once a close ally of Karim of the Black Glove (Zaman’s nephew is married to Karim’s niece), so when Karim was killed, Zaman took it personally, & has had a vendetta against the Hand of Dusk ever since. Now that he has become a member of the Assembly of the Divine Alliance, he is in a position to deal a fatal blow to the cartel once & for all.

    Notable Members:
    • Hosni el-Tugaj (Lawful Evil, Fighter 4), lizardfolk male
    • Qadami (Chaotic Evil, Ranger 5), human male
    • Phaal the Witch (Chaotic Evil, Rogue 7), half-ghul female

    Leader(s): Fazul (Neutral Evil, Rogue 6/Sorcerer 3), human male

    Hierarchy:
    • No real hierarchy exists for this organization. Benefit: A +1d6 bonus to Sneak Attack damage; if a member does not already have the ability to use Sneak Attacks, he or she gains the ability to do so at this time.
    Last edited by Zeta Kai; 2012-01-27 at 08:29 AM.

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    Default Re: [Hourglass of Zihaja] The Final Chapter: Organizations

    The Last Lamp

    Alignment: Neutral Good

    Founding: 2 AF (353 years ago)

    Membership: ~900

    Influence: Continental (Central Continent)

    Standard Member: Human Paladin 1

    Entry Requirements
    • Possess a Good alignment (switching to a non-Good alignment later is grounds for expulsion from the organization).
    • At least 1 level in a base class (NPC classes do not count for this requirement).
    • Sponsorship from a current member of the organization in good standing.

    Identifying Item(s): an oil lamp, a container of holy water

    Overview
    The Ten Dark Years were so named for good reason. Not only was the light of the sun blocked by clouds of ash & dust, but the world was plagued by ghuls & other horrors. Most of the survivors of the Pactspell spent the subsequent decade living in fear of a painful death, with many succumbing to hopelessness & misery. It took an alliance of heroes, backed by Sidaru & Akasha, to end this time of strife in an epic clash known now as the Battle of the Light.

    Those alliance members who lived to tell the tale remained committed to expunging evil from the land, crusading against wickedness in all forms as the Last Lamp. They see themselves as the sole line of defense against an ever-encroaching darkness, & they tend to act accordingly. Its members (many of which are paladins, unsurprisingly) are zealous in their pursuit, & will not rest until they have achieved their goal, no matter the cost.

    The Last Lamp is supported by several benevolent religious backers, including the churches of Akasha, Pashati, & Sidaru. While some of the clergy disapprove of their methods & their black-&-white ideology, they appreciate the unique services that such a group can provide. On more than one occasion, members of the Lamp were all that stood between a besieged temple & a horde of ghuls.

    They prefer an active approach to doing good deeds, such as attacking evil cults & slaying evil beings, as opposed to a passive approach like feeding & sheltering the poor. These methods have been criticized by others numerous times, but it seems that they won’t be changing their ways anytime soon. Another common complaint is that they tend to charge into a situation without assessing the circumstances, which has led to multiple incidents where innocent bystanders were accidentally hurt & even killed. For their part, the Last Lamp has publicly apologized for these mistakes, but these admissions of guilt come as a cold comfort for the victims of their zeal.

    Members of this group spend most of their time making or planning raids against various evil organizations, & as such are a frequent target of retaliatory attacks. They count the Whip & Chain, the Blades of Sabur, the Ostazai Empire (along with the Light of the Taj), the Nakhar Network, the Red Fangs, the Sandshapers, & pretty much every thieves’ guild among their enemies. This long list of adversaries, which is far from comprehensive, keeps them quite busy, & despite their resources, they are stretched quite thin, always on the lookout for donations & new recruits.

    While they freely use of magical items, the Last Lamp considers mages, numari, & other spell casters to be tainted by evil, & are therefore somewhat prejudiced against them. The Lamp does accept members with genie or even ghul ancestry, but they are a rare breed, & they often have to put up with some discrimination within the group. Some members would prefer to purge such impurities from their ranks, but most would not go quite so far. Others, in fact, see nothing inherently wrong with numari or any other practitioner of magic, & would even accept a spell caster serving beside them, but this is also a minority viewpoint.

    Notable Members:
    • Buqa the Glowing (Chaotic Good, Barbarian 4), human male
    • Rrozcae “Ras” Quolbuba the Glowing (Neutral Good, Cleric 5), pahari female
    • Abbas Dawnwalker the Bright (Neutral Good, Rogue 5), kobold male
    • Kihtpas ibn-Ahad the Bright (Chaotic Good, Bard 6), half-efreet female
    • Murauji ul-Bujiq the Shining (Lawful Good, Paladin 8), lizardfolk male
    • Ahtis “Smoky” al-Dukhan the Enlightened (Lawful Good, Monk 10), narsabi male
    • Shaz the Blinding (Chaotic Good, Ranger 13), half-ghul female

    Leader(s): Hizu aq-Ibari the Luminous (Lawful Good, Fighter 16), human male

    Hierarchy:
    • Glowing: New members of the Last Lamp are given the title of the Glowing, as well as all of the rights & responsibilities of that rank. Each of them must give the Pledge of the Guiding Star, a promise to uphold the tenets of the group, even though they have likely had little training thus far. A member of the Glowing is issued a white sash to denote their status, which they wear proudly while in public. They are paired with a member of higher rank for training, & are often escorted by more experienced members for their first few missions. These assignments will be relatively simple & safe compared to the average Lamp operation, such as bearing a message to an outpost, maintaining barracks, or gathering basic intelligence. Benefit: A +4 circumstance bonus on Diplomacy, Gather Information, Intimidate, & Sense Motive checks when dealing with members of the organization.
    • Bright: When one of the Glowing has distinguished themselves as competent, capable, & courageous, they are asked to recite the Oath of the Coming Dawn; those that do so are promoted to the Bright. This affords them greater privileges & more important duties than their former peers, while they are quick to make a point of at any given opportunity. They train frequently, either on their own, with the Glowing, or with the Shining & more senior members. In addition to a Glowing sash, the Bright also wear a pair of white gloves, which never seem to get dirty, no matter how roughly they are used or what they have held. Typical missions for this rank include evacuating innocent bystanders, delivering supplies, & performing reconnaissance. Benefit: Once per hour, the ability to emulate the effects of a light spell at will; their caster level for this effect is equal to his or her Hit Die.
    • Shining: The highest of the junior ranks, the Shining is made up of former members of the Bright that proved that they had the courage & purity of heart to take the Vow of the Rising Sun. When they are not preparing for a mission, they often act as advisors for new recruits, taking them under their wing & showing them the ropes. They usually live in the Lamp’s several private barracks, scattered across the continent. They wear a pair of tall white boots, in addition to the sash & the gloves of the lower ranks. Because of their more extensive training, they undertake more complex & dangerous missions, such as escorting non-combatants, infiltrating other organizations, & supporting senior members on raids. Benefit: A +4 resistance bonus on saving throws versus Evil spells, creatures, or other effects.
    • Enlightened: When one of the Shining has proven that they are ready, they are given a single chance to take the Pledge of the Radiant Ray & join the ranks of the senior members. Those who pass are granted the title of the Enlightened, as they have successfully battled the evil within their own hearts, & are thus ready to confront the Evil Without. As a symbol of this progress, they wear a white coat, in addition to the garments of the junior ranks. They train almost constantly, always preparing for another strike against the darkness. When they aren’t participating in a raid, they are recruiting new members, or providing guidance & instruction to their subordinates, so that they too can join the fight against all that is wicked & unjust. Benefit: A +2 inherent bonus to one’s Wisdom or Charisma score (choose one).
    • Blinding: Only those who are truly pure of mind, body, & spirit can take the Oath of the Brilliant Beam, a test of one’s inner goodness. The few who pass the trial are eligible to become one of the Blinding, the penultimate rank in the organization. It is difficult for mere mortals (especially those of a wicked heart) to remain in the presence of beings as driven & focused as the Blinding, so striking is their inner light. Each of them wears a white cap as a symbol of their station, as well as all of the gear worn by the lesser ranks. They spend a majority of their time planning & conducting raids against evil organizations, with the rest of their days being devoted to training & meditation. Most raids are led by a member of the Blinding, although some minor offensives are handled by the Enlightened. Benefit: A +4 morale bonus on attack rolls & saving throws made against creatures with an Evil alignment.
    • Luminous: The pinnacle of purity & righteousness, the one who is deemed the Luminous is the Lamp’s great & glorious leader, practically a divine emissary in their own right. Whenever the current Luminous dies, retires, or is deposed, the next Luminous is chosen from among the Blinding. Those members of the Blinding that wish to do so may take the Vow of the Zenith, completing the ultimate test of their soul’s value. Those that successfully take the vow are deemed eligible for ascension, & are voted upon by all members of the Lamp; the one with the most votes is declared the next Luminous. The Leader of the Lamp, as they are sometimes known, wears a white cloak over top all of the garments from the other ranks, & they rarely participate in missions, although they do direct the planning & logistics of most of their operations. Benefit: Once per day, the ability to emulate the effects of a sunbeam spell (allies only); their caster level for this effect is equal to his or her Hit Die.
    Last edited by Zeta Kai; 2012-01-09 at 08:24 AM.

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    Default Re: [Hourglass of Zihaja] The Final Chapter: Organizations

    The Liar’s Fire

    Alignment: Lawful Evil

    Founding: 226 AF (129 years ago)

    Membership: ~450

    Influence: Local (Zawraq)

    Key Class: Rogue

    Standard Member: Human Rogue 3

    Entry Requirements
    • 6 or more ranks in any two of the following: Hide, Intimidate, Move Silently, Open Lock, or Sleight of Hand.
    • Must get a tattoo of the organization’s symbol on one’s chest.
    • Must pay 50% of all gains acquired during “jobs” to the organization.

    Identifying Item(s): a tattoo of a man’s head blowing out a plume of flame from his mouth

    Overview
    Most local thieves’ guilds are vicious, sordid unions, without much in the way of sophistication or honor. They typically employ the lowest of the low, those who have no moral or ethical boundaries, & no aspirations for improving themselves beyond the base gathering of wealth. They prey upon those who cannot defend themselves, without regard for the wellbeing of the community as a whole. The Liar’s Fire may be a society of criminals, but it nothing like any other thieves’ guild in history.

    As the thieves’ guild operating in the city of Zawraq, the Liar’s Fire has been preying on the local citizens for decades. Unlike most such criminal cartels, it is run by aristocrats & other nobility, & maintains a veneer of respectability & decorum. They dislike violence (at least publicly), & avoid inflicting harm upon others whenever possible (although what they consider possible may differ from the opinions of their victims). They take measures to rob only from those who can afford it, as they have a long-standing ban on stealing from the poor & the struggling. They may be Maqurites, but they have their standards, as they often say to those who point out the incongruous nature of the cartel.

    The Liar’s Fire is well-protected by its many semi-legitimate front operations, including brothels, a couple of apothecaries, several usurers, a slave auction, & a gambling house. These businesses generate nearly as much revenue for the guild as its protection rackets, laundering schemes, & outright thefts, although they usually require more overhead, such as salaries & bribes. While their illicit businesses are riskier, they are simply too lucrative & too efficiently-managed for the group to consider giving them up for good.

    The guild has always managed to do well for itself, but the Liar’s Fire has really flourished under the current regime in Zawraq, with profits higher than ever. The sheikh of the city, Lord Malik Sayed al-Rabb, has no qualms with the cartel, & has actually facilitated their efforts by turning a blind eye to their operations & making the citizenry afraid to call the authorities for aid. Nevertheless, despite their recent success, they are secretly plotting against Malik, as Mistress Zannar & the rest of the guild’s leadership recognizes that his good graces will not last forever, & that eventually he will turn on them when his stranglehold on the city tightens.

    Their plan so far is to attract mercenaries to the area, with the idea that they can be encouraged to overthrow Malik’s forces in exchange for riches, which they can easily provide (or at least credibly offer). To this end, the Liar’s Fire has spread word far & wide that the city is replete with treasure vaults, all under the guard of the tyrannical sheikh & his incompetent lackeys. They have leaked rumors & gossip of Malik cruelty & spite, & have insinuated that all that would be needed to topple the regime would be a little push from someone with the courage to stand against the city’s despotic leader.

    So far, this scheme seems to be working; the city is regularly visited by would-be liberators of all stripes. There have been self-righteous crusaders, greed-driven warriors-of-fortune, & everything in between. While no one has been successful yet, every failure only enhances Malik’s reputation as a monstrous oppressor that must be brought down, & thus the number of aspiring heroes coming to Zawraq only increases. The Liar’s Fire expects that eventually, there will be a successful coup, & they are poised to take advantage of possibility, no matter whose house burns in the process.

    Notable Members:
    • Shethu Ghamam, the Wind Walker (Lawful Neutral, Bard 8), half-djinn male
    • Tariq al-Kafir (Lawful Evil, Rogue 10), human male

    Leader(s): Mistress Zannar Kazzab (Neutral Evil, Bard 6/Rogue7), lizardfolk female

    Hierarchy:
    • Feather-Finger: The lowest of the guild’s ranks, these pickpockets & shoplifters serve as the most blatant evidence of the cartel’s larcenous nature, & they are looked down upon by the upper ranks for this. Many within the Liar’s Fire would like to pretend that they are a part of a legitimate group, & the Feather-Fingers are an affront to this delusion. Nevertheless, their leaders enjoy the fruits of their efforts, & would never give up such easy profits. Newly-recruited members are often given to masters of this rank to mold into accomplished thieves, which they do with astounding ease. Those whose excel at their given duties may expect either a role as a trainer for student-members or a promotion to the Night Merchants. Benefit: A +2 insight bonus on all Hide & Sleight of Hand checks.
    • Persuader: No other rank exemplifies the inherent dichotomy of the Liar’s Fire. On one hand, they strive to be exceedingly polite, urbane, & cordial to those with whom they have business dealings. On the other hand, they are ruthless & relentless in the pursuit of what they perceive is their due, stopping at nothing & accepting no excuses or delays in payment. Some liken them to common thugs, but that view sells them quite short, both in their refined exterior & their vicious inner core. They have many means of persuasion, & they will not hesitate to do what they see as necessary to get what belongs to them. Other names for their kind include envoys, negotiators, vultures, intimidators, diplomats, & extorters. A skilled Persuader may advance to become a Silver Tongue, but demand for their unique talents often keeps them in this role indefinitely. Benefit: A +2d6 bonus to Sneak Attack damage; if a member does not already have the ability to use Sneak Attacks, he or she gains the ability to do so at this time.
    • Night Merchant: Masters of infiltration & extraction, these burglars are the most profitable assets that the Liar’s Fire has at its disposal. They are so effective, in fact, that they need to be careful not to “harvest” too much, lest they invite the wrath of Malik & his forces. Therefore, they often rob homes & businesses in a much greater area than other members of the guild, sometimes traveling many miles from the city in order to pull a job. This can put them into direct conflict with criminal syndicates in other “jurisdictions”, so they often take an escort of Persuaders with them when they go far from home. Members of this rank rarely get promoted, as their niche talents do not directly translate to success as Silver Tongues; this is something that some Night Merchants have come to resent. Benefit: A +6 insight bonus on all Move Silently & Open Lock checks.
    • Silver Tongue: Like all the other ranks, the members of the Silver Tongues are known by less flattering names: Conmen, Swindlers, Charlatans, & many others. They make their money by tricking their victims into handing it over, either through deceptive deals or through rigged games of chance. They often employ Feather-Fingers & Persuaders to help them with their schemes, often posing as common citizens without any prior affiliation. Sometimes they will operate in an area simply to do reconnaissance work, so that they can determine where to send the lower ranks to do their illicit deeds. Mistress Zannar Kazzab is a Silver Tongue, as are most of her hand-picked assistants. Together, they direct the overarching strategy of the cartel, deciding which victims to strike & which to spare. Benefit: Once per hour, the ability to emulate the effects of a suggestion spell; the duration, though, is only 10 minutes per casting; their caster level for this effect is equal to his or her Hit Die.
    Last edited by Zeta Kai; 2012-01-27 at 08:26 AM.

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    Default Re: [Hourglass of Zihaja] The Final Chapter: Organizations

    The Light of the Taj

    Alignment: Lawful Evil

    Founding: 345 AF (10 years ago)

    Membership: ~550

    Influence: Local (Mamluk, Ostaz)

    Key Class: Monk

    Standard Member: Human Monk 4/Fighter 1

    Entry Requirements
    • Possess a Lawful Evil alignment (switching to another alignment later is grounds for expulsion from the organization).
    • Must subscribe to the Taj al-Caliph sect of Johoum-worship.
    • At least 1 level in the Cleric, Monk, or Paladin base class.
    • Must be a member of the Ostazai military.
    • Taking a pledge to protect the empire with one’s life, as well as the emperor himself, & to carry out all orders given by one’s superiors, regardless of circumstances.

    Identifying Item(s): a taj-yad, a white-veiling bisht

    Overview
    The Empire of Ostaz, named after its capital city, is the only true nation in the modern era, & it claims a heritage that dates back to the days of the Admajai. Founded just 12 years ago by Grand Emperor Aqram (formerly Emir Aqbar Zahir Ustaz), the Ostazai Empire was once a mere city-state, just like all of the other major settlements on the continent. This repressive realm is made possible by its mighty military, an army made up of several specialized divisions. The most feared branch of their armed forces is the imperial secret police, known as the Light of the Taj.

    The deadly hand of the Emperor, as they are sometime called, the Light of the Taj watches over all of the Ostazai Empire: its capital, its vassal settlements, its citizenry, & its slaves. Close-mouthed, efficient, & horrifically brutal, the warrior-monks of the Light are fanatically devoted to the emperor & the tenets of Imperial Taj (also known as the Taj al-Caliph). They serve their god, their church, & their state with an equal devotion that practically defines fanaticism, & this all-consuming focus terrifies their opponents nearly as much as their tactics.

    Members of the Light of the Taj (known as al-Tajai) mostly come from the many Johoumite temples on the Nizal Peninsula, where they have been indoctrinated in the teachings of the Taj al-Caliph, the sect of Johoum-worship that places the emperor as the supreme religious authority in the world. They wear the intimidating white-&-yellow robes known throughout the Nizal Peninsula, the Red Sands, & the Sahra Basit. Even more notoriously, they always carry the taj-yad, a powerful ring of steel capable of inflicting devastating injuries when thrown by an expert in its use. Their skin is invariably tanned like old leather, the result of many days basking in the punishing rays of the harsh desert sun.

    The Light of the Taj is tasked with patrolling the lands controlled by the empire, rooting out elements of dissent, protest, & sacrilege. They investigate reports of treason, arrest (or “neutralize”) suspected heretics, & hunt down criminals or other enemies of the state. Operating above the law, they answer only to the imperial palace, & they have even been known to kill bystanders who have mildly inconvenienced them. The Tajai have grown accustomed to getting what they want, although some of them enjoy tormenting others even more than is strictly necessary.

    On more than one occasion, the emperor has assigned the Tajai to conduct missions of a clandestine nature. These secret duties often take them far from home, beyond the borders of the empire & into distant lands. It is rumored that the Light of the Taj is involved in kidnappings & assassinations in other cities, while other stories claim that they are searching for a forgotten tomb, which holds a long-lost weapon of some sort. The truth of these excursions may never be known, but it is clear that the frequency of these assignments has increased dramatically as of late.

    Like other agents of the Empire of Ostaz, the Light of the Taj faces opposition from many fronts. The Broken Shackle has some unspecified vendetta against the empire, & harasses its coasts relentlessly with their sailing ships. The Fatima disapproves of the empire’s policy of aggressive expansion & military adventurism. The Dar-Amal condemns their racist ideology & oppression of non-Humans. Even other Johoumite sects, especially the Ayat Sa’if, work against the group for its adherence to the beliefs of the Taj al-Caliph. But despite the fact that their allies are few, & their enemies are legion, the Tajai are prepared to take on the world, willing to punish friend & foe alike as an exaltation of their unforgiving god.

    Notable Members:
    • Anwar al-Seif (Lawful Evil, Paladin 4), human male
    • Teshiq Zaq-Zalar (Lawful Evil, Fighter 6/Hoplite 2), narsabi male
    • Manas Jundi (Neutral Evil, Warrior 10), human male

    Leader(s): Nominally, Grand Emperor Aqram (Lawful Evil, Aristocrat 3/Bard 6/Rogue 3/Pharaoh 8), human male

    Hierarchy:
    • Recruit: New members are taken from the temple or monastery that sponsored their admission to a remote training camp in the middle of the desert, known as the Madrasa al-Jahannam. There, they are regularly beaten & humiliated, so as to enforce discipline & build a sense of unity with each other & with the Light. During this time, they are forced to exercise naked under the unrelenting sun, deprived of rest or water, for hours at a time. Once they have been indoctrinated, those that survive are grouped into one of two houses (the White & the Yellow), which are pitted against one another in a series of competitions & mock battles. The two houses fight fiercely for supremacy, for only the winning house will be promoted to Apprentices; the losing house must repeat their training from the beginning, their only solace being that they will face a new batch of Recruits in the next series. Benefit: A +4 circumstance bonus on Diplomacy, Gather Information, Intimidate, & Sense Motive checks when dealing with members of the organization.
    • Apprentice: After “graduation” from the Madrasa al-Jahannam, each Apprentice is assigned to study under one of the Watchmen for an indeterminate period, so that they may learn the ways of the Tajai. They learn how to spot the signs of treason & rebellion, & they are taught what is needed to crush the perpetrators of such disloyalty. Each Watchman usually tutors two Apprentices at a time, & they are aggressively encouraged to compete against one another for their instructor’s approval. They are told repeatedly that only one of them can become a Watchman, & that they must defeat their fellow pupil if they are to advance. At the end of their education, the classmates are sent out together to perform a lengthy mission, with the tacit understanding that only one of them should return victorious. Benefit: A +1 competence bonus on all attack rolls, which increases by +1 for every rank beyond Apprentice (for example, a Watchman has a +2 bonus, while a Guardian has a bonus of +4).
    • Watchman: Once they have been promoted to this rank, the Watchmen are considered full members of the Light (even though they have effectively been members since they were Recruits). Their bodies have been honed to perfection, their minds have been filled with Tajai doctrine, & their spirits have been hardened against all compassion. Thus prepared, they are ready to begin the hunt for enemies of the state on their own, & can even begin to train Apprentices of their own. They are taught to expect treachery, so they always find it. A few of them volunteer to teach at the Madrasa al-Jahannam, but most of them pursue heresy & sedition out in the field. Competition among members of this rank is as vicious as ever, with some racing their peers to be the one to capture a target, & others waiting to strike one of their colleagues when they let their guard down. Benefit: A +6 insight bonus on all Search & Spot checks.
    • Protector: Watchmen who manage to stand out from their brethren are given a harrowing test of loyalty & resolve, known as the Crucible of the Sun. While those that fail are severely castigated, any who pass are allowed to join the rank of the Protectors. Some of them serve as teachers at the Madrasa al-Jahannam, but they are a small minority. These seasoned warriors are given more difficult assignments than those of lower ranks, such as infiltrating protest movements, hunting dangerous criminals, or assassinating resistance leaders. Many of their missions are so dangerous that they are not expected to survive, & it is not uncommon for a Protector to succeed at the cost of their own life, the ultimate sign of devotion to their holy cause. Those who can accomplish their goals & live to tell the tale are quickly offered the chance to become Guardians. Benefit: A Protector gains 2d12 hit points; for all intents & purposes, however, their Hit Dice effectively remain the same; these are considered to be temporary hit points, & are lost first when a Protector takes damage.
    • Guardian: Also known as the Lords of the Madrasa, these fearsome soldiers spend most of their time instructing Recruits in the ways of the Light. They are notorious for their exacting standards & their cruelty, as they invariably deal out harsh punishments for even the most minor of infractions. They accept only perfection, & anything less is rewarded with pain & dishonor. The only time that they leave the Madrasa al-Jahannam is when they are given orders by the imperial palace or by one of the Justices. These missions are typically of a secret nature, & can take them away for weeks at a time; in fact, some never return at all. Those that do come back successfully are hailed as heroes of the empire (for it is unheard of for one of them to survive in failure), & are in line for a promotion when a Crusader position becomes available. Benefit: A +2 inherent bonus to one’s Strength or Dexterity score (choose one).
    • Crusader: Inspiring fear & fear-born respect throughout the empire, these elite warlords command the other Tajai into battle, leading from the front lines against the empire’s many enemies. They serve mostly as inspectors for imperial outposts, auditing the garrisons, evaluating the troops, & making sure that every Ostazai citizen knows that they are never beyond the Light’s reach. Even among the Tajai, members of this rank are known for their zeal & a penchant for solving any problem with brutal violence. This is a prestigious role, offering several benefits both material & otherwise, but it is also a thankless one, with few opportunities for advancement. They rarely get the chance to make a name for themselves, so when such a prospect does arise, a Crusader will rush to be the first to volunteer for the mission, regardless of the risks involved. Benefit: A Crusader gains a bonus fighter feat, although they must still meet the prerequisites for said feat.
    • Justice: The highest rank of the Tajai is held by only 4 individuals, who answer directly to the emperor himself. They serve as his personal guards, protecting him from foreigners & citizens alike. When they aren’t standing at his side (or the side of Sumehra, the emperor’s daughter), they are directing the activities of the lower ranks, assigning them missions & managing the Light’s considerable resources. On occasion, they are given tasks of the utmost importance by the imperial palace, & they are never more frightening than when they act as the Light’s highest agents. These missions are quite rare, however, & they are always conducted with absolute secrecy. It is said that one of the Justices was to be appointed as the overseer of Mamluk, but the role was given instead to Jaruq Azmar. The Justices now have a grudge against Azmar, & are working to undermine the overseer & engineer his downfall. Benefit: A weapon wielded by a Justice bypasses any & all forms of damage deduction.
    Last edited by Zeta Kai; 2012-01-09 at 08:36 AM.

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    Default Re: [Hourglass of Zihaja] The Final Chapter: Organizations

    The Nakhar Network

    Alignment: Neutral Evil

    Founding: 346 AF (9 years ago)

    Membership: ~3,300

    Influence: Regional (Northern Wastes)

    Standard Member: Gnoll Expert 2/Ranger 1

    Entry Requirements
    • Possess a non-Good alignment (switching to a Good alignment later is grounds for expulsion from the organization).
    • 6 or more ranks in Bluff or Sense Motive.
    • At least 3 levels in a base class or an NPC class.
    • A Will save bonus of +3 or more.
    • An invitation to join, issued by a Coordinator.

    Identifying Item(s): a gray merchant’s cord, a pair of tongs

    Overview
    In the arid badlands of the Northern Wastes, survival depends upon the availability of supplies. Irrigation is almost unheard of & largely impractical in many places, so one cannot live for long without provisions. Since few groups in the region have all that they need, trade is absolutely crucial for most people’s continued existence. Consequently, he who controls such commerce controls the populace, & thus the region itself.

    There is one organization that controls a majority of the trade that goes on in the Northern Wastes, a dangerous & corrupt cartel known as the Nakhar Network. From the foothills of the Satha Laylanuha to the shores of Alhurus Lake, this syndicate commands the caravans & the trade routes that keep this region alive. They decide what resources go where & when they go there, & anyone who dares to challenge their practices finds themselves blacklisted, or worse. Through intimidation & a few callous demonstrations of their power, they have been able to maintain their monopoly for nearly ten years.

    The Nakhar Network is largely motivated by three factors: profit, fealty, & spite. Like any business, their operations are in place in order to make money, although in their case, they often mark up the prices of their goods to exorbitant levels so that they can gouge those who have no choice but to pay. They demand that their desperate customers buy exclusively from them & treat their agents with the utmost respect, so that their customers are honor-bound to refuse offers from competing merchants.

    And anyone who fails to pay them the proper amount of money &/or deference is prohibited from buying their products, cut off from their entire supply chain & left to starve. As has been grimly demonstrated more than once in the recent past, if a tribe of nomads in this harsh land is denied crucial supplies, it withers & dies, like a vine hacked off at the root. Combined with the fact that agents of the cartel have been implicated in numerous acts of sabotage & espionage on rival trade groups, the Nakhar Network has become a ubiquitous (albeit loathsome) presence in the Northern Wastes.

    The syndicate controls, either directly or indirectly, well over half of the commerce in the Northern Wastes, & its influence is steadily growing as other groups & independent merchants are pushed out of the market by their cutthroat tactics. The network is despised by those that live in the Northern Wastes, who see them for the predatory thugs, thieves, & opportunists that they are. But so far, local protests & other measures of resistance to their rising monopoly have backfired, further cementing their influence while actually hurting those who have stood against them.

    The architect & mastermind of this insidious form of economic despotism is a power-hungry merchant prince named A’Sheh Shahabah. This large & imposing gnoll trade-master was once a complete unknown in the region, but in a dreadfully short time, he has become known to almost everyone in the Northern Wastes, a dark star rising in a cloudy sky, as some tribal elders would say. He only seems to smile when he is causing others pain or discomfort; at any other time, he wears a humorless grimace, as if he were deeply troubled by some unpleasant memory. To most, it would appear that his only motive was utter control over others, the better to inflict pain upon them.

    Notable Members:
    • Junior Associate Zafirah (Lawful Neutral, Expert 3), half-djinn female
    • Elite Associate Abdul Omar Emir (Chaotic Evil, Bard 6), terisabi male
    • Novice Trader Rashid ibn-Suq (True Neutral, Rogue 9), human male
    • Collector Mal Muhib, the Mistress of Markets (Lawful Evil, Monk 11), half-ghul female

    Leader(s): A’sheh Shahabah (Neutral Evil, Rogue 13), gnoll male

    Hierarchy:
    • Associate: Slightly over half of the cartel’s agents are Associates, junior members that perform mostly menial tasks for the syndicate. They map routes across the badlands, track the movements of nomadic tribes, move supplies from place to place, & gather information about customers. Members of this rank tend to be less duplicitous & more trustworthy than more seasoned agents, as they have not had as much time to adapt to the network’s policies & practices. Many Associates become disillusioned with the organization over time, as they learn that their job is essentially to facilitate in the exploitation of the region’s inhabitants. Those that dislike this corruption will either quit in disgust, attempt to change the group from within, or tolerate it for the sake of steady gainful employment, which has a deleterious effect of their ethics & morale over time. Benefit: A +4 circumstance bonus on Diplomacy, Gather Information, Intimidate, & Sense Motive checks when dealing with members of the organization.
    • Trader: The most commonly encountered agents of the cartel are the Traders, those tasked with arranging the deals that keep the entire network in business. While several Associates may be involved behind the scenes, it is the Trader that meets with the customers, convinces them that a trade is in their best interests, & signs the contracts. They are also responsible for training Associates & using them efficiently to increase sales. Each Trader has a quarterly profit quota, mandated by the Coordinators, which they need to meet on a regular basis. Those that fail to make these goals can face harsh penalties, including wage reduction, a reputation-harming reprimand, demotion, or even termination (which can be literal if the Trader in question knows too much about the syndicate’s operations). Benefit: A +4 insight bonus on Bluff & Intimidate checks made when conducting a business deal with customers.
    • Collector: While the Traders are responsible for selling the network’s stock of goods, it is the role of the Collectors to ensure that they have a stock to sell in the first place. They procure goods from local merchants & suppliers, or they import them from other regions, such as Alhurus Lake & Ilud. They work closely with the Traders & their Associates to ensure that they have exactly what their customers need (& that nobody else can provide it any cheaper). In the case of rival groups or independent merchants bringing in supplies or otherwise interfering with cartel’s business dealings, Collectors have been known to employ mercenaries to intimidate competitors, steal their goods, or even assault them outright. They have a reputation for fraudulence, even more so than the Traders, so it is advised that one be wary of their various tricks & schemes. Benefit: A +6 insight bonus on Appraise & Diplomacy checks made when conducting a business deal with customers.
    • Coordinator: The Northern Wastes is a huge swath of land, made all the more unwieldy to navigate by its harsh climate & sometime-difficult terrain. In order to effectively manage a mercantile empire as large & as efficient as the Nakhar Network, the syndicate needs a corps of Coordinator to ensure that their business endeavors are running smoothly. They are the ones that direct the lower ranks, assign the group’s prices, & set the target quotas. They gather the information provided to them by Associates & other sources, combined with divinations, weather predictions, & migration patterns, & use it all to map out a cohesive sales strategy that maximizes profits. Since there are so many Coordinators (just over 200 at the moment) spread all across the region & beyond, it is impossible for them to be of one mind, so mistakes & contradictions often occur, despite their efforts. Benefit: A +4 inherent bonus to one’s Intelligence score.
    Last edited by Zeta Kai; 2011-12-21 at 02:33 PM.

  28. - Top - End - #28
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    Default Re: [Hourglass of Zihaja] The Final Chapter: Organizations

    The Naranjadi

    Alignment: True Neutral

    Founding: 262 (93 years ago)

    Membership: ~200

    Influence: Local (Naranj)

    Standard Member: Kobold Expert 4

    Entry Requirements
    • Must pay the entry dues of 100gp (later, another 100gp in dues will be collected annually).

    Identifying Item(s): a jambiya (dagger), an orange merchant’s cord, a Naranjai signet ring

    Overview
    The city-state of Naranj is a bustling, wondrous place, full of life & activity. As one of the largest cities on the continent, & by far the most prosperous, it has become known as the Jewel of Siraaj. The home of the Twilight Gardens, the Halls of Wisdom, the University of the Finest Arts, & several other grand buildings, the city is a marvel of lights & sounds, ever-bright & ever-singing. It is said to be the nexus between the north & the south, the place where the east meets the west, & even where the land meets the sea (even though some of those sayings are a bit hyperbolic).

    Much of the city’s good fortune comes from its strategic position along the Hasini River (part of the largest river system in the world) & the large volume of commerce that passes through that locus. All of this trade & traffic need to be managed effectively & efficiently, lest there be chaos & strife. Thus the Naranjadi are there, to direct the flow of business through Naranj & to ensure that it remains stable, secure, & above all profitable.

    The Naranjadi is a union of merchants, traders, & dealers operating in Naranj & the surrounding area. Its members fiercely protect their reputations & their trade routes, doing everything in their power to maintain the status quo. They help finance the city’s militia & keep the streets free of crime. They commission new construction & maintain the city’s infrastructure, especially Naranj’s famously wide paved streets. They ensure that the local stores are always well-stocked with grain & other goods, so that the people never go hungry. All of these efforts make them quite popular to the citizenry, & more importantly, keep the economy growing as a steady clip.

    Their hands are not exactly clean, however, nor are all of their efforts so altruistic. Much of what they do is centered around keeping their shipping & caravan monopolies intact, with any benefits to the locals being merely a side effect. They suppress competition, sometimes by buying out rival interests, while sabotaging them on other occasions. They broker treaties & trade partnerships with neighboring territories, often using aggressive negotiation techniques & underhanded bargaining tactics. And anyone who gets in their way tends to face escalating misfortune, which has led to a few deaths & disappearances over the years.

    While the Naranjadi mostly employ traders, usurers, & accountants as members, they also accept more active vocations in their ranks. A thief is a valuable asset when the union needs extra capital or a forged document, an enforcer is convenient when negotiations require a bit more leverage, & even mages are useful for when something needs to be done in utter secrecy & no one else can get the job done. The Naranjadi will use whatever tools that they have at their disposal, regardless of the legality of such actions, which is part of the reason that they have been so successful thus far.

    Ostensibly, the Naranjadi are led by whoever the current mayor of the city is, but the reality is quite the opposite. The mayor is actually little more than a public figurehead, controlled by the council of merchant princes that truly directs the union (& by extension, the city itself) from behind the scenes. Very few people know the truth about the amount of leverage that the merchant princes possess, & the council would prefer to keep it that way.

    Notable Members:
    • Amnur il-Suffi (Lawful Neutral, Bard 4), lizardfolk female
    • Mahmood Mutadaffaq (Chaotic Good, Expert 6), masabi male
    • Lady Rabi (Neutral Evil, Rogue 7), human female

    Leader(s): Nominally, the mayor of Naranj (de jure)

    Hierarchy:
    • No real hierarchy exists for this organization. Benefit: A +2 insight bonus on Appraise & Diplomacy checks made when conducting a business deal with customers.

  29. - Top - End - #29
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    Default Re: [Hourglass of Zihaja] The Final Chapter: Organizations

    The Order of Silence

    Alignment: True Neutral

    Founding: 137 AF (218 years ago)

    Membership: ~400

    Influence: Regional (Northern Wastes, Satha Laylanuha)

    Key Class: Cleric

    Standard Member: Human Cleric 2

    Entry Requirements
    • Possess a non-Chaotic alignment (switching to a Chaotic alignment later is grounds for expulsion from the organization).
    • Wisdom 15+.
    • The ability to cast 1st level divine spells.
    • Sponsorship from a current member of the organization in good standing.
    • Taking a pledge to protect the Holy Secret with one’s life, if needed, & to do anything necessary to keep it hidden, even from order Initiates.

    Identifying Item(s): a close-mouthed mask, a blank scroll

    Overview
    In the badlands of the Northern Wastes, & the foothills of the Sathan Range, there are tales of mysterious priests, who seem to come from no known church. They are as silent as a grave, moving about without making a sound & refusing to speak when addressed by others. They mostly keep to themselves, & have a habit of disappearing when approached, making them seem to be nothing more than an illusion. Wearing mouth-less masks, these strange figures have become the subject of several local legends, & many visitors to the area consider them to be nothing more than a myth.

    These mask-wearing mutes are all too real, however, despite the opinion of some skeptics. They belong to a cult of ascetics known as the Order of Silence, a group dedicated to preserving a Holy Secret of unimaginable magnitude & value. They believe that this knowledge must be protected at all costs, even at the risk of their own lives. For this reason, members of the order remain in self-imposed seclusion, only contacting the outside world to buy supplies & to recruit new defenders of the faith.

    There was once a small sect of the church of Waharim, near the city of Qulzai, that discovered a great & profound secret, an insight that utterly changed their worldview. This hidden knowledge was obtained via some unknown means, forgotten by history, but once the cult had it, they vowed to protect it by any means necessary. For over two centuries, they have guarded their Holy Secret with their very lives, letting none other than their own fellow members of the order learn of it or its significance.

    They have kept their order small, yet strong, the better to maintain the veil of secrecy. Those who know of the order & their mission are dubious of them, as well as their intentions. The church of Waharim long ago cast them out for heresy, something that the order neither denied nor seemed concerned about. Many believe that whatever secret they may have once possessed has been lost to time, or that the order’s elite use the promise of a vital secret as a means of controlling their underlings. The members of the order themselves are zealous in their beliefs, though, so they will not be swayed in their conviction.

    One does not leave the order, once one has learned the Holy Secret. Expulsion from the order is a death sentence. Likewise, voluntary departure is forbidden, upon penalty of death. Running from the order will incur the attention of an assassin, hired by the order to track & kill any traitor to the cause. Knowledge of the Holy Secret is a lifelong commitment, & even attempting to leave negates all benefits of membership, permanently.

    Notable Members
    • Gnostic Akila (True Neutral, Druid 1/Monk 9), human female
    • Gnostic Ulima (Neutral Evil, Cleric 7), kobold female
    • Keeper Hakim Utt (Neutral Good, Paladin 5), gnoll male

    Leader(s)
    • High Mysterion Alim Faysal (Lawful Neutral, Cleric 2/Wizard 5/Loremaster 6), narsabi male
    • High Mysterion Banan Sirraya (Chaotic Neutral, Cleric 3/Sorcerer 3/Mystic Theurge 7), human female

    Hierarchy
    • Initiate: The lowest-ranking members, they do not know the Holy Secret. Initiates are in training, learning the ways of the order, while their superiors evaluate their ability to keep lesser secrets, & to keep them safe. They perform menial tasks for the order, such as farming, carpentry, or tending livestock. Initiates are the most numerous members, & over half of them leave the order within a year. Benefit: A +4 circumstance bonus on Diplomacy, Gather Information, Intimidate, & Sense Motive checks when dealing with members of the organization.
    • Keeper: Initiates who have persevered & proven themselves to the order are told the basic tenets of the Holy Secret, enough to be considered full-fledged members of the organization. They don’t know the finer details of the secret, & the implications that the secret has for the world are mostly lost on them. Those who have risen to this level are not permitted to leave (see Leaving the Order, below). Keepers perform mostly administrative tasks for the order, such as bearing messages, preparing safe havens, & maintaining contacts outside the order. Benefit: A +4 morale bonus on saves versus confusion, fear, & other such mental conditions, including mind-affecting magic.
    • Gnostic: Keepers who have excelled & upheld the core values of the order are told the full consequences of the Holy Secret, meditating on its impact in the world at large. While some exceptional underlings may have deduced some of this, only a full Gnostic is trusted to act upon this additional knowledge. There are only a few such luminous & privileged minds in the order, & they are charged with organizing the sect’s affairs. Gnostics coordinate members’ movements, enforce the order’s imperatives, & seek out new potential Initiates. Benefit: A +2 inherent bonus to one’s Intelligence or Wisdom score (choose one).
    • High Mysterion: At any one time, there are only two members of the order who have the whole truth, who know the entirety of the Holy Secret & what it means for the world. Only the most dedicated, most trustworthy, most capable souls can hope to attain such an exalted position. The previous High Mysterions personally choose their successors from among the best Gnostics, & they are prohibited from being in the same place at the same time, to prevent them from both being lost at once, & potentially taking the Holy Secret with them. The Mysterions rule the order, & indeed, they are the order. Benefit: A +10 insight bonus to all Knowledge checks.

  30. - Top - End - #30
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    Default Re: [Hourglass of Zihaja] The Final Chapter: Organizations

    The Red Fangs

    Alignment: Lawful Evil

    Founding: 348 AF (7 years ago)

    Membership: ~50

    Influence: Local (Zawraq)

    Key Class: Fighter

    Standard Member: Human Paladin of Tyranny 3

    Entry Requirements
    • Possess an Evil alignment (switching to a non-Evil alignment later is grounds for expulsion from the organization).
    • At least 3 levels in a base class or an NPC class.
    • Must be a member of the Zawraqai military.
    • An invitation to join, issued by Lord Malik Sayed al-Rabb.
    • Taking a pledge of loyalty to Lord Malik Sayed al-Rabb.

    Identifying Item(s): a red-enameled tooth on a silver chain, an agate, garnet, or ruby ring

    Overview
    The city of Zawraq, once a fairly pleasant place, is caught in the iron grip of a tyrant. The city’s sheikh, Lord Malik Sayed al-Rabb, has no love for Zawraq or its people, & seems determined to bleed the city dry. While he is a formidable figure by himself, he cannot squeeze the citizenry without others to aid him, so he has put together a squad of the most ruthless members of the city militia, known as the Red Fangs, to facilitate his despotism.

    The Red Fangs are infamous for their cruelty, their propensity for violence, & their rapacious demeanor. It seems as though no act of depravity is too wicked for these black-hearted warriors. Only Malik’s orders to avoid public scandal keep them from tearing the city apart & murdering people in the street. They are justifiably hated & feared by just about everyone, & many parties would gladly see their downfall.

    Malik uses the Red Fangs to spy on his citizens, keep the militia in line, & to facilitate the continued rape of the city, its people, its property, & indeed its very soul. To that end, he has given them power, money, & equipment enough to buy their loyalty. While they are not terribly well paid, they are granted free use of the squad’s stable of slaves at the Forgotten Prison, & are allowed to keep whatever goods that they steal (so long as Malik himself doesn’t claim them for himself).

    Fanatically loyal to Malik, the Red Fangs will defend him to the death. They have raped, tortured, & murdered in his name, & each of them was handpicked by the sheikh for their fidelity & “moral flexibility.” The sheikh takes a retinue of Red Fangs with him wherever he goes, so he only enters a fight when he chooses to do so. Any member that shows signs of potential treachery are taken along on one of his frequent trips through the woodland surrounding the city, where they are set upon by their brethren & killed.

    Members of the Red Fangs can be distinguished from the Zawraqai militia by their distinctive spiked armor, which is coal black with blood red accenting. Their fearsome helmets look like the heads of gigantic serpents, with their stern pitiless faces glowering out the fang-lined mouths. When they are not wearing their full-plate armor, they can be recognized by the ring of red stone that they each wear, as well as red tooth pendant hanging from a silver chain.

    As such a widely-despised group, the Red Fangs has no real allies to speak of, despite the money that they spend on mercenary support. Even the local thieves’ guild, the Liar’s Fire, which is tolerated by Malik & has thrived under his rule, plots in secret to bring about his downfall, or at least to gain favor with those that do. Groups that crusade against tyranny, such as the Fatima & the Last Lamp, are among their primary foreign enemies. But their most pressing threat comes from the citizens of Zawraq, who have suffered under the sheikh’s rule for years, & are showing signs of organizing a resistance movement that aims to rid themselves of Malik, the Forgotten Prison, & the Red Fangs altogether.

    Notable Members:
    • Aziza Uhbula Darar (Neutral Evil, Fighter 4), kobold female
    • Asim ibn-Ahmar (Lawful Evil, Paladin 6), terisabi male

    Leader(s): Lord Malik Sayed al-Rabb (Neutral Evil, Druid 12), human male

    Hierarchy:
    • Hafiz: When a member of Zawraq’s militia shows signs of callousness, greed, & unwavering support for Lord Malik, they are approached by a representative of the sheikh. If they pledge fealty to Malik, they are inducted into the ranks of the Red Fangs as a Hafiz, which means “Guard”. The nascent recruit is issued a mostly-black suit of plate armor, & an agate ring to wear at all times. While they tend to be a bit naïve, they are also eager to prove their worth, & this enthusiasm fuels their need to ingratiate themselves to the higher-ranked soldiers. Therefore, it should come as no surprise that the Hafiz are often the most violent & brutal of the Fangs, notorious for beating suspects to death before they can even be taken to the Forgotten Prison. There are a little over two dozen Hafiz currently serving the sheikh, although Malik is considering recruiting new members from the more-competent mercenaries that he has employed recently. Benefit: A +2 morale bonus on all Initiative rolls.
    • Jundi: Once a Hafiz has been seasoned by time & conflict with the local citizenry, they usually enter a period of reduced zeal. The stresses of duty wear upon them, & this melancholy can manifest in a number of ways: depression, drug abuse, recklessness, withdrawal from others, a deadening of emotion, etc. Those that question their orders are eliminated quietly, while those that remain are promoted to the rank of Jundi as a way to maintain their loyalty. The new Jundi (which means “Warrior”) is given a garnet ring, a new suit of armor, an additional training regimen, & a long list of new freedoms & privileges, meant to keep them pacified & focused on continued service. The dozen or so Jundi who currently remain have all accepted their roles, & have adapted to the duties assigned to them. They have become hardened to the cries of their victims, & carry out their orders with a resigned mercilessness. Benefit: A +2 competence bonus on all attack rolls.
    • Sultha: The most capable & cold-hearted among the Jundi are chosen by Malik to serve as his personal guards. They are granted the title of Sultha, which means “Power”, & accompany the sheikh wherever he travels. They are distinguished by their suits of mostly-red armor, & they bear a ruby ring even when they are out of uniform. The Sultha are greatly feared, & for good reason, as their icy hearts cannot be warmed by pleas for mercy or claims of innocence. It is said that they have all been enchanted by some foul magic, & that they are no longer truly human. The most persistent rumor surrounding their rank is that the oath they must swear binds their souls to the Scarlet Shahbanu. No truth can be definitively known, however, as they consistently keep to themselves & refuse to speak with non-Fangs outside of their official duty. Benefit: A +2 inherent bonus to one’s Strength, Dexterity, or Constitution score (choose one).
    Last edited by Zeta Kai; 2011-12-31 at 11:08 PM.

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