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#1 |
Jack Burton
![]() Join Date: October 16, 2001
Location: PA
Age: 44
Posts: 5,421
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Shadow Druids
The Shadow Circle The druidic order tolerates a wide range of philosophies under the umbrella of its loosely organized structure. The variety of different branches demonstrates this scope. So does the existence of the Shadow Circle. A secret society of druids within the larger druidic order, the Shadow Circle accepts members who see Nature as a hostile, cleansing force that ensures the survival of the fittest. According to their philosophy, civilization--especially the building of towns and cities--has weakened humankind and many demihuman races. Methods The Shadow Circle sees barbarian humans and more primitive races as inherently more vital than civilized peoples. Thus, the Shadow Circle often allies itself with barbarian tribes or hostile humanoids such as orcs, giants, and goblins, especially those who choose to live in forests or mountains in the wilds. They deliberately encourage people to abandon civilization's "decadence" and return to the more natural existence of hunting and gathering. But while their intentions are neutral, the methods of Shadow Circle members tend to promote chaos and evil. They behave as they do not due to an evil nature--their enemies include powerful evil empires as well as good kingdoms. Rather, they feel their cruel activities work toward the best interests of evolution and of Nature itself. For instance, the Shadow Circle may provide magical assistance to barbarian hordes trying to sack a city or lead humanoid tribes in raids against human or dwarven towns. Sometimes the Shadow Circle even assists the cause of good. For instance, members would consider an evil city-state based around slavery a fair target, and they would feel as eager as any lawful good paladin to support a slave revolt in the hopes of toppling the city. The difference? The Shadow Circle would encourage the slaves in revolt to burn the city to the ground and then settle down as farmers, hunters, or outlaws in the countryside. Lower-ranking members of the Shadow Circle often wage campaigns of terror against small settlements, usually working behind the scenes. Their favorite puppets are intelligent monsters like evil lycanthropes. Membership The members of the Shadow Circle keep their allegiance secret from other druids while maintaining their parallel "circle" rankings. An archdruid in the Shadow Circle is also an archdruid in a mainstream circle, for example. Shadow Circle druids of 11th level or higher follow the normal druidic practice of advancing in level through the challenge; in fact, Shadow Circle druids encourage each other to challenge nonmembers in mainstream circle hierarchy, thereby increasing their number among inner circle members. These duels almost invariably turn quite bloody. An arc of the Shadow Circle exists in any domain where druids live, and its members may come from any druidic branch. Typically only one in five initiates--but as many as one in three 12th-level or higher druids--secretly belongs to the Shadow Circle. A great druid usually is not a member, but one never can tell for sure. In some troubled domains--particularly those in which druids face persecution and the wilderness displays signs of wanton destruction from human cities--most of the druids may join the Shadow Circle! Shadow Circle druids adopt secret names to conceal their identities from each other. When they meet, they do so while shapechanged or wearing masks carved to represent predators native to the domain. This secrecy is important. Although the Shadow Circle ethos corresponds to that of the Order, most druids disdain the group's methods--and therefore, its members. A known Shadow Circle initiate faces the enmity of other druids--and possibly the ban, for refusing to recant--as well as the ire of local authorities. Lower-level druids constantly challenge exposed Shadow Circle druids 12th level and higher, seeking to depose--and possibly destroy--offenders. In turn, the Shadow Circle often tries to cause trouble within the druidic order. For instance, in order to recruit disaffected druids into their midst, group members covertly encourage rivalry between druidic branches (such as the jealousy between the dominant forest druids and the members of less influential branches). Characters may learn of the Shadow Circle when they discover a plot to ferment such trouble between druids from rival branches. Note that these are the methods of a group of extremist druids, not evil ones. Their anti-civilization feelings do not alter their neutral alignment. Shadowmaster. The highest-level druid in the Shadow Circle--usually an archdruid or druid--takes command of the group as the Shadowmaster. If two or more druids of equal level seek the post, they generally duel to the death, though one combatant--usually the younger--could agree to serve under the other. Unlike the semiautonomous mainstream circles, the Shadow Circle maintains strict discipline over its various far-flung arcs. The Shadowmaster exercises absolute authority over the membership. Inner Circle. Under the Shadowmaster are the members of the inner circle, which consists of all the druidic order's Shadow Circle druids (12th level) and archdruids (13th level). (The Shadowmaster remains apart from the inner circle.) Together, the Shadowmaster and the inner circle make policy and direct the initiates. Only the Shadowmaster knows the real names of members of the inner circle--the identities of even these high-ranking members remain unknown to each other. The 1st- through 10th-level initiates within this secret society, unlike the more independent initiates of mainstream circles, are expected to obey all orders from inner circle members and the Shadowmaster. Failure means punishment--death. Shadowed Ones. Initiates who have reached 11th level have special status in the Shadow Circle. These initiates are known as "Shadowed Ones," the Shadowmaster's special tools. In particular, they act as enforcers and assassins for the secret group, hunting those who have disobeyed their fearsome leader or have been expelled from the mysterious society. The Shadowmaster sometimes encourages Shadowed Ones to serve as ambassadors to arcs of the Shadow Circle operating in other domains. Shadowed Ones automatically advance to the inner circle in this secret group when they achieve 12th level in their mainstream circle. Shadowclave Members of the Shadow Circle work in secret, pretending to be mainstream druids. For example, they attend all druidic moots. But every season each arc of the Shadow Circle also holds its own secret meeting--the Shadowclave--in the dark of the moon. The meeting lasts three nights, during which the membership celebrates its own version of traditional druidic ceremonies and receives new orders from the Shadowmaster and inner circle. Prisoners the Shadow Circle has taken throughout the season--along with disloyal or disobedient members--are kept alive until the Shadowclave. There, the inner circle tortures and publicly executes them, to remind the membership of what happens to traitors and enemies of the Shadow Circle. Recruitment The Shadow Circle does not take volunteers--it finds new members on its own. Recruitment, by invitation only, is in the hands of the Shadowmaster and the inner circle, always on the lookout for druids who seem ready to embrace the ruthless Shadow Circle philosophy. For example, if a druid massacres a party of travelers who ventured into a sacred grove, the Shadow Circle soon comes looking for this prospective candidate. Another good possibility is a character who has destroyed a village whose peasants dared to clear a wood for use as farmland. A Shadowed One spies on the potential member for a few weeks or months, often using animal spies as additional eyes. If the druid's deeds and words seem in sympathy with the Shadow Circle's goals, the character receives a visit from this Shadowed One (or a pair for a candidate 11th level or higher) before the next Shadowclave. The Shadowed One explains the group's purposes, inviting the newcomer to join. Of course, druids who refuse--or even waver--coincidentally turn up dead shortly thereafter. Candidates who agree to join are blindfolded, given a mask, and taken to the Shadowclave. There the Shadowmaster gives each a secret name. After receiving their sworn allegiance, the Shadowmaster formally welcomes the new members into the Shadow Circle and commands them to perform some symbolic but dangerous task to prove their ruthlessness and dedication. (The difficulty of the assignment depends on the character's experience level.) This kind of mission usually involves assassinating a specific enemy of the Shadow Circle, such as a noble or priest in a city the group has targeted for destruction. However, the task might be physically much simpler-- say, poisoning a town well. The Shadowed One who recruited the druid will follow along (secretly), ready to slay a newcomer who shows weakness, risks capture, or tries to betray the group. Those who succeed, the Shadow Circle embraces as full members. Copyright 1999 TSR Inc.
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"Any attempt to cheat, especially with my wife, who is a dirty, dirty, tramp, and I am just gonna snap." Knibb High Principal - Billy Madison |
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#2 |
Jack Burton
![]() Join Date: October 16, 2001
Location: PA
Age: 44
Posts: 5,421
|
Most Noble Order of the
Radiant Heart The most prestigious of all orders, the Radiant Heart commands respect from the highest ranks of the aristocracy, who regard its members regarded as dignitaries in their own right. The Radiant Heart honors not only distinguished service, but what is perhaps the most remarkable accomplishment of any paladin—a long life. Primarily a social organization, the Radiant Heart holds a lavish feast every spring, held in the castle of a grateful monarch who donates both the labor and the food. In their free time, members counsel younger paladins, serve as government advisors, and officiate at tournaments. Requirements: A candidate must be at least 40 years old and have the Etiquette proficiency. He must have two sponsors: a member of the royalty of his homeland and an active member of the order. Organization: A chapter has 25 members. The order considers a new candidate only when one of the members dies or voluntarily steps down. A chapter's High Officers consist of three Prelates, each of 15th level or higher. A Prelate must also have been a member in good standing for no less than 10 years. The Prelates make decisions by consensus, with suggestions from a lieutenant called the Chancellor (a paladin of at least 12th level, also considered a High Officer). When a Prelate dies or retires, the Chancellor takes his place. The Prelates then appoint a new Chancellor. All High Officers wear a tattoo of the order's emblem on their left wrist. Emblem: A stylized outline of a heart. Motto: "The courage of one can change the destiny of many." Benefits: A Radiant Heart member has unlimited access to all lawful good government and church officials, as well as all lawful good aristocrats, land owners, and other elite characters. He receives a +3 bonus to his reaction rolls from all lawful and neutral NPCs instead of the normal +1 bonus. When he dies, the order assumes financial responsibility for his survivors, assuring them a comfortable income for the rest of their lives. The order supplies these funds from their personal treasuries, or makes arrangements with sympathetic monarchs. Dismissal: A member who violates his vow to the order, or commits an act heinous enough to cost him his paladinhood, is beheaded. Should the member flee, the order hunts him down. Copyright 1999 TSR Inc.
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"Any attempt to cheat, especially with my wife, who is a dirty, dirty, tramp, and I am just gonna snap." Knibb High Principal - Billy Madison |
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#3 |
Apophis
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Unclear. Is the idea that we will all contribute something?
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http://cavestory.org PLAY THIS GAME. Seriously. http://xkcd.com/386/ http://www.xkcd.com/406/ My heart is like my coffee. Black, bitter, icy, and with a straw. |
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#4 |
Symbol of Cyric
![]() Join Date: August 21, 2004
Location: USA
Age: 49
Posts: 1,168
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This is how the groups are in the p&p game. The video game is a little different.
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Baruk Khazad! Khazad ai-mênu! "All that is necessary for the triumph of evil is that good men do nothing."-- Edmund Burke ![]() |
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#5 |
Jack Burton
![]() Join Date: March 21, 2001
Location: Philippines, but now Harbor City Sydney
Age: 42
Posts: 5,556
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well im having a nice read. thanks for posting this [img]smile.gif[/img]
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#6 |
Jack Burton
![]() Join Date: March 21, 2001
Location: Philippines, but now Harbor City Sydney
Age: 42
Posts: 5,556
|
im wondering, is there any kind of anti-zhent whcih compose of mages?
harps are just bards, rogues and scouts
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#7 |
Apophis
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Well, Harpers are vastly bards and scouts, but they do have their fair share of spellcasters and are pretty much the definition of anti-Zhent (freeing common folk from tyranny and fear, power in the individual, etc.)
For posterity's sake... Those Who Harp believe in the power of individuals,the balance between the wilderness and civilization,and the good of humankind and its allied creatures.They preserve the tales of the past so that others may remember its lessons when dealing with the present. Powerful individuals such as Elminster, Alustriel Silverhand, Dove Falconhand, and Storm Silverhand support the Hapers. The Harpers usually operate in secret, alone or in small groups, traveling throughout the North and the Western Heartlands. Many members are elves, rangers, or bards. While they lack a main base of operations, Harpers are common in Berdusk and Shadowdale. The Harpers are opposed by evil organizations such as the Cult of the Dragon, the Iron Throne, the Red Wizards, the Zhentarim, and in particular the resurgent church of Bane. Harpers identified by their enemies risk torture and death, making it essential that the Harpers protect their identities from all who might reveal their allegiance. Despite these dangers, Harpers are brave folk, facing dire perils with little more than their hearts and their hands. Harpers have no standard equipment, although most are familiar wiht the use of magic items, and powerful members tend to have a large number of such items. A Harper agent might be an elf warrior in mithral full plate or a penniless human ranger in leather. Harpers spread knowledge, aid common folk in small ways, thwart the schemes of villains, and manipulate the affairs of civilized races in order to preserve their idea of balance. In addition to these active Harpers, many folk serve as their spies, give them shelter when in trouble, watch for enemies, or report unusual occurrences. Harpers often secretly aid adventurers and other groups that promote good causes, whether this aid consists of a pointer to a friendly innkeeper in a hostile town, a traveling cleric appearing just when the group is hurt, or a surprise attack against a common foe. The highest-ranked Harpers are called the High Harpers, and they are responsible for most of the long-term planning for the organization. The High Harpers are voted into their position by a secret ballot among the other High Harpers, with the criteria being experience, exceptional service, and discretion in implementing the Harpers' plans. Some of the High Harpers gain the favor of deities that support the Harpers, achieving special powers and status much like the Chosen of a deity. The Meaning of the Pin Some members of Those Who Harp can be identified by the magical silver crescent mooon-and-harp pins they bear, but a Harper can otherwise be just about anyone from any walk of life. They're disorganized, secretive, and tend to have many lone wolves in their ranks. Most work informally as solo agents who never band together. Elminster (a founding member of the Harpers) once differentiated the Harpers from other secret societies as the only group that "habitually worries about the effects of their actions on others." Senior Harpers tend to be cautious and careful, whereas younger Harpers tend to want to change the world personally, immediately if not sooner. Others have called them "the meddlers of Faerun," and the comment is largely correct. All work for what they see as good (thoug hindividual Harpers often sharply disagree on just what "good" is), and most do so in a style that involves deception, misdirection, and covert action rather than open conflict. The Harper Code is simply stated but hard to follow: To work against villainy and wickedness, to keep folk free of fear and tyranny, to support law and order to gain peace wherever laws are just and fairly enforced, and to prevent extremes of power and influence and imbalances of wealth and opportunity. In following these aims, Harpers do whatever must be done without thought of personal pride or comfort. They police themselves (traitor Harpers must die), are free to rebuke and disagree with other Harpers, aid other Harpers without hesitation or thought of cost (or expectation of payment), and try to record and preserve the past, accumulating written lore for all. Some Harpers prefer to work actively in cooperation with other Harpers, following a hierarchy and long-range plans. That faction is based in Twilight Hall in Berdusk and led by the half-elf bard Lady Cylyria. Others prefer to subtly manipulate events behind the scenes, practicing politics amid great secrecy. Khelben "Blackstaff" Arunsun is the most powerful of these, and he and his followers are often abrasively at odds with the other Harper pranches (In fact, Khelben's "Moonstars" have fallen out with Cylyria's followers altogether and no longer consider themselves part of the same organization). The third sort of Harper prizes independent adventurers acting more or less as secret agents. These agents are led by Storm Silverhand in Shadowdale, aided by her sister Dove Falconhand and Elminster. In the Sword Coast North, Cormyr, and the Dales, most common folk see Harpers as heroes; in Amn, Tethyr, and Calimshan, they're considered no bettter than the Zhentarim and other sinister cabals. Copyright 2001 Wizards of the Coast, Inc. [Edited for format] [ 06-24-2006, 04:34 AM: Message edited by: Illumina Drathiran'ar ]
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http://cavestory.org PLAY THIS GAME. Seriously. http://xkcd.com/386/ http://www.xkcd.com/406/ My heart is like my coffee. Black, bitter, icy, and with a straw. |
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