Mistrunners Association

Runners, Smoke Rats

The Mistrunners Association is by far the most powerful and most feared guild in all the True Realms. Everyone relies upon the Mistrunners Association for travel and trade, which always carries a hefty price. The guild also has a strict policy on non member runners: There are no non member runners. Any renegades are hunted down and dealt with harshly. The guild charges a high yearly fee for its members, but it's a small price to pay to stay on the guild's good side.

The Crimson Brothers are always under contract as muscle for the Mistrunners Association. The Hunters Guild is still an ally, even though they aren't used as frequently as they used to be. The Miners Guild and Ironworkers Union also work closely with the Mistrunners Association, relying on them for transport of their goods through the Mists.

While many guilds dislike, or even despise, the Mistrunners Association there is little they can do about it. Without them, trade would grind to a halt and many True Realms would suffer a horrible fate without open travel. The Purifiers have stood up to them once and the payback was instant and severe, nearly wiping them out.

The Black Dragon Chapterhouse in Wayfarers Way is the unofficial headquarters of the Mistrunners. It rarely delegates orders to other chapterhouses, each working on its own most of the time.

Pars Olsha Karscth, a true elf that now resides in Wayfarers Way, is the founder and president of this guild. She is greedy and manipulative, always looking for a way to increase her own personal power and wealth first, then that of the guild. She cares little for politics, leaving such activities up to her underlings. She enjoys the real gristle of her job, putting down other guilds, and especially joining a group of hunters as they seek out renegade runners.

"You can't hide in the Mists. It knows what you're thinking."

Nomads

Wanderers, Zoners

The Nomads are a guild of sorts, made up of dozens of individual clans. Most of these clans are family based, although a few are composed of people who joined together for a reason. They travel from place to place, most often between the True Realms. Clans will often hire themselves out as bodyguards, caravan help, or work as independent traders. They are hard to keep track of, never staying in one place for very long. They know a lot about both the Mists and the True Realms, having journeyed so much during their lives.

Both the Midnight Society and the Orchid Preservation Society work with the Nomads, many times using them as couriers. The Freemen feel a certain kinship towards the Nomads, and there are a great number of Freemen who are also Nomads, and vice versa. The Undersiders are another ally of the Nomads, as Nomads are not always allowed top side in some realms. The Nomads also have contacts deep within the Mists as well.

The Mistrunners Association has been hunting the Nomads for years. Seeing as Nomad mistrunners are never registered, the Mistrunners Association has declared all Nomads to be renegades. They put forth little effort though, having only a handful of hunters on the job at any one time. The only place that is really enforced is Wayfarers Way.

The Nomads have no headquarters. The clan leaders meet together every ten years, always in a different place.

The Nomads have no single leader. Each clan has a chosen Speaker. If several groups of Nomads are working together, then the Speaker from each clan takes on a share of the leadership responsibilities.

I'm the kind of guy that likes to wander around.

Orchid Preservation Society

Flower People, The Society

The Orchid Preservation Society was formed by some past members of the Midnight Society. They were unsatisfied with the monotony of small scale fencing jobs and low profits. They specialize in the rarest of rare items, but the price is considerably high. Because they deal in such rare commodities, a buyer must often wait a little longer until the searchers can locate and secure the desired item. Of course payment is always due in full, and up front. It's best not to question their policies, as they have never broken a contract. Those who break policy, or worse yet break the confidence shared by the members of the Orchid Preservation Society, are never heard from again.

The Orchid Preservation Society still has strong ties with the Midnight Society. It will refer current clients to them for easier to obtain items, not wanting to waste their efforts on such minuscule things. The Tricksters are also a close friend, doing some of the less dangerous tasks. The Orchid Preservation Society also works quite frequently with some members of the Hunters Guild, utilizing their special skills when necessary. They are also said to have connections from the abyss, which may explain how they obtain some of their clients' wishes.

The Arbitrators are of course a big adversary of the Orchid Preservation Society, although they rarely make any arrests. The Orchid Preservation Society is too secretive and protective of itself that any inside information rarely leaks out. The Church of He has also spoken out against them, mostly because of rumors that link the society to demonic powers.

No one knows where the secret Headquarters of the Orchid Preservation Society, not even its members. It is rumored to be in a pocket dimension, accessible only to those summoned there.

Doc Powers, a mutant karanesti who is supposedly part demon, is the ruthless leader of the Orchid Preservation Society. It is well known that he possesses certain supernatural powers and that no one ever crosses him and lives. He runs his group with such efficiency and intelligence that he has never actually been linked to any crimes.

Demon's blood? No problem. I thought you wanted something rare.

Pagan Hunters

The Dooms

The Pagan Hunters are just that. They are a religious group that has taken the word of their faith to the extreme. They wage a relentless war against all of the pagan faiths and the unrighteous. They follow the general teachings of the Church of He, but believe that conversion is an outdated way to deal with heathens.

The only ally the Pagan Hunters have is the Church of He, although the Archbishop spends a good deal of time criticizing them for their violent ways. However, if it weren't for the Pagan Hunters, the Church of He may have fallen to the various dark cults, such as the Cult of Malus. The Pagan Hunters will respond to any threat against the Church of He.

Just about everyone has a reason to dislike the Pagan Hunters. The worst enemy of the Pagan Hunters is the Cult of Malus. They are always fighting each other, although the Pagan Hunters usually win because of their superior fighting skills. The Pagan Hunters also work against Papa Jons Society for the Advancement of Ultimate Happiness as well. They threaten both the worshippers of Papa Jon and those who frequent their pleasure houses.

The Arbitrators don't know what to do with the Pagan Hunters. They should arrest them for the violence and mayhem they cause. On the other hand, they should thank them for getting rid of a lot of the riffraff. They normally only intervene when the Pagan Hunters step way out of line. The Pagan Hunters get more leniency from the Arbitrators compared to any other guild.

The Pagan Hunters base themselves at a small keep in Wayfarers Way. Truth Hold maintains a large garrison of Pagan Hunters and is the main training grounds of new recruits.

Garrelu Elfkiller is the veteran leader of the Pagan Hunters. He made a name for himself by hunting eves during the last flare up of the Retribution Wars. He was excommunicated from the Church of He years ago, but repented and was allowed back in. He has calmed down a little bit, but his motive remains the same.

Kill them all, let Him sort them out.

Papa Jons Society for the Advancement of Ultimate Happiness

Jonnies, Happies

These are the maniacal followers of the deranged and clinically insane Green Priest, Papa Jon. They follow his commands to the letter, even unto death. They are always looking for a few new converts, and they are always willing to speed a persons path to happiness. They are hedonists by nature, seeking to indulge in all pleasures of the flesh. Papa Jon runs numerous brothels and pleasure houses, known as Papa Jons Pleasure Domes, throughout the True Realms, which is the main reason he is tolerated.

No single guild has an alliance with Papa Jon or his followers. However, people of all walks of life and from nearly every guild and society frequent Papa Jon's Pleasure Domes. Some of the individual Pleasure Domes employ a few Crimson Brothers, but normally they don't have any security forces, relying upon the fanatical devotion of Papa Jons followers for protection.

The Church of He preaches against the indulgences of Papa Jons followers. The Pagan Hunters are always trying to find ways to shut down the Pleasure Domes. They will threaten, intimidate, or worse, just to keep people out of the Pleasure Domes. No matter how hard they try though, people always make it inside.

Papa Jon resides in a palatial mansion in Wayfarers Way. He is surrounded by his faithful followers at all times.

Papa Jon, the cuddly aslonian priest of this cult, preaches love and happiness to all. He does not normally condone violence of any sort, but realizes that sometimes it is the only way for some beings to experience true peace and joy.

The flesh sustains us, so you should indulge in its pleasures as a sign of thanks.

Purifiers

Seprators

The Purifiers are a somewhat confused and deluded group of individuals. They are dedicated to the segregation of all the races in the True Realms. However, as a group they are thoroughly mixed racially. They desire that each major race be given an individual True Realm as their official homeland, and that other races be banned from that area. Of course this philosophy isn't too popular with many people. They still fight for their cause, usually in the form of peaceful demonstrations, but recently some more driven individuals have been using more physical means to get their voices heard.

The Church of He dislikes the Purifiers because they go against the message of peace that they preach. Each race should coexist peacefully together. The Arbitrators used to be observers of the Purifiers, but with the recent uprise in violence they have taken a few steps to ensure that the law is remembered by all. The Anarchs Guild is also opposed to the Purifiers, saying that it would be just another rung on the political ladder if the races were segregated.

The Saviors of the Realms feel some kinship with their anuir brothers who are Purifiers, but they don't care too much for the rest of them. They think segregation is a good idea, because then the anuir could subdue and destroy the other races more efficiently.

Each race has their own headquarters, although most of them are based in Wayfarers Way. The Dracons base themselves out of the Hive in Aerdmoor and the Feregs are in Unterway.

Each separate race has a spokesperson, so no single leader is needed. These designated speakers meet biannually to discuss policies and procedures. They try to quell any internal struggles and keep their followers focused on the task at hand.

Well, I think you'd be much better off living with your own kind.

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