Members of the Outer Circle wish to support those living in the shadows of others, and to maintain freedom no matter the cost.
Many members tend to be mercenaries, scholars, adventurers, wanderers, hermits, and pariahs. They believe strongly in living in accordance of nature's rules, rather than trying to tame it-- to them, the ancient ruins are a warning, not a promise. They know the pros and cons of their environment and wish for others to see its blessings and live with its curses. The Outer Circle was created in response to the emergence of the High Circle, and strictly opposes over-regulation and bureaucracy. A member of the outer circle would never sell their freedom for comfort.
The Outer Circle is an Open Circle and is always accepting applicants. Members are automatically qualified for promotion based on their reputation:
- Initiate - 0 Rep
- Member - 10 Rep
- Veteran - 50 Rep
- Leader - 250 Rep
- Founder - n/a
The Seekers were established nearly 100 years ago. Their mission began with the intent to unearth and retrieve lost knowledge, artifacts, and magitech, but it quickly grew to encompass charting lost territory, excavating ruins, and rescuing missing adventurers. Their wish is to help others, whether that be by saving lost people or by filling some of the many gaps in the knowledge destroyed by the Senescence. As such, they disapprove of causing needless harm.
Members of the Seekers tend to be the brave or curious sort. They accept people from all walks of life, though scientists/researchers, explorers/survivalists, and witches are in highest demand. Some other common members are cartographers, cooks, and bookkeepers.
The founder of the circle is an enigmatic woman named Caspian whose motivations are unknown to the circle at large. However, it is plain to see that greed is not a factor, as the vast majority of artifacts the circle finds are transferred to other entities with the means to safeguard them (namely, the Composer's Circle and Icarus' Eye.) The circle's completed maps are available for a nominal fee, and they approve of both the High Circle and the Outer Circle, believing them to be necessary to the continued re-settling of Orrison.
Ranks up to veteran are free to request upon joining. If no rank is requested, one will be assigned based on character rep.
- 00 - 10: Initiate
- 11 - 49: Member
- 50+ : Veteran
- Leaders must be discussed with the circle creator, tysm!
In Orrison's wilds, off the beaten path from Ichorrai, stands the work of the luto Orri'Raih'Rah-Lu'Nim-Rahl'Ail. Having gutted the ruins of past civilization years earlier, Orri'Raih'Rah built it back up again and now uses the location to run what they refer to as 'tourneys.'
There are two different types of tourneys that are run.
The first kind is the most common. Run up to a few times a night (with the highest amount being run when there are a particularly large number of fighters available), these are normally 1v1 fights. They’re fought by voluntary fighters for a prize typically consisting of esse. By default, they’re fought to major injury, though if both fighters consent then it can be done to the death with increased rewards to the winner.
The second kind is run once or twice a month and tends to vary heavily in structure. The number of combatants, the weapons available, the terrain, and the rules vary. It’s not entirely clear where many of the fighters involved in these come from, though the general viewers of these types of fights don’t seem to care very much.
Betting on these fights is both allowed and encouraged, with a cut of the funds going to the prize pool for the winner.
Occasionally, Orri'Raih'Rah will attempt to turn deceased fighters into luto, though why they do this and what criteria they follow for their choice is unclear.
- Lu'Nim - (Knowledgeable of the Other) - A title only held by the highest ranked. Currently, this consists of Orri'Raih'Rah itself. - [Founder]
- Los'Rii - (Handler of the Novice) - Gamemasters. Those trusted enough to help run the tourneys. They will often be in charge of things behind the scenes, including but not limited to working as bookmakers and assisting fighters. - [Leader]
- Sen'Reu - (Aged in Fire) - Higher ranking fighters. They typically are frequent winners in normal fights or those who have survived the more random tourneys. - [Vetern]
- Rii'Tul - (Child of Dirt) - Low ranking and new fighters. This tends to apply to fighters who have only won a few matches or those who tend to lose often. - [Member]
- Nimmo'Ellei - (Unnamed Wanderer) - Used to refer to the lowest ranked, these tend to be watchers, new fighters who haven't gained renown, or others of similarly low involvement. - [Initiate]
Titles are retained even after inactivity in the circle.
feel free to @ or dm me (countrygangrel) about placement and backstory connections! also feel free to use as part of character's backstory :)
circle icon by mu (trundlebug)!
Members of Icarus' Eye dedicate their life to furthering and protecting the knowledge of Orrison.
Founded 300 years ago when Arthur Quill established his Tower in Ichorrai. He decided to devote his life to rediscovering all the knowledge of Orrison as well as the safe study and containment of dangerous artifacts. Icarus' Eye is a very selective guild and rarely allows members to join.
Those who are allowed to join Icarus's Eye explore the vast and forgotten lands of Orrison with the goal of ascertaining all the lost knowledge that they can. Their discoveries and research are recorded, stored, and protected. Copies of these written works are published and distributed to The Archivist and The Scholars Guild. The public has access to this information and can order copies of the books for a small fee.
Members in this guild are often scholars from a wide variety of specializations. The guild also encourages young folk or the less experienced to join as scribes and undergo apprenticeships. Until you finish your apprenticeship you are considered an initiate and your interaction with the more dangerous aspects of the guild is forbidden. Often initiates are banned from going on more dangerous expeditions and are given easier tasks like copying texts and doing research around the tower. Once your mentor approves, you can join as an official member and these bans are lifted.
Higher ranking members work to study, contain and protect magical artifacts. This mainly includes artifacts that have the potential to cause great harm to life on the planet but once they come across an artifact, no matter how harmless it may be, it never leaves their watchful gaze.
Only Senior Members have access to the vault where artifacts are kept. Currently, there is only one senior member, the founder Arthur Quill himself.
This circle often employs members from both the Mercenary’s Guild and Scholar’s Guild for assistance out in the field.
- Initiate - 0 Rep
- Apprentice (Member) - 50 Rep
- Member (Veteran) - 100 Rep
- Senior Member - must be discussed
On the surface, the Serpent's Cache is merely a small, curiously named trading company, exchanging any and all manner of goods with whoever is willing to pay. The people doing the exchanging might be a little rougher around the edges than your average merchant but, well, this is Orrison. The whole world is rough at the edges.
Dig a little deeper, though, and one will find that the Cache is actually a group of pirate crews and other sea- or sky-faring lawless types. Most of the goods exchanged through their trading posts are ill-gotten, and it doesn't take a ton of poking around to uncover that fact. Despite the flimsy facade, the group has managed to survive so far, likely in part because their true base is in the ruins of Rhotia, far from the eyes of Ichorrai or her Aegis.
The Serpent's Cache prioritizes living free from shackles, physical or figurative, and take what they want, when they want it. They're not entirely lawless, though, and in-fighting among the members beyond a scuffle is strictly forbidden and punished. Significant changes to the organization are put up to a vote, and the whole thing is run as a democracy that, by the standards of Ichorrai, might seem loose or chaotic, but it's worked out for these pirates so far.
- Leader: Captains of crews/ships
- Veteran: High-ranking crew members
- Member: Just yer average matey
- Initiate: Still finding their sea legs
Members of the High Circle wish to tame the wilderness and create order out of chaos, bringing peace to all.
Many members tend to be traders, merchants, and occasionally scholars and mercenaries. Many members of the High Circle have high interest in establishing laws, tariffs, and other such legal systems, hence their main association with the trader's guild. Allies likewise tend to be aspiring sentinels (town leaders). They invest strongly in ancient research, hoping to re-establish the comforts and practices of technomagy long believed dead.
The High Circle is an Open Circle and is always accepting applicants. Members are automatically qualified for promotion based on their reputation:
- Initiate - 0 Rep
- Member - 10 Rep
- Veteran - 50 Rep
- Leader - 250 Rep
- Founder - n/a
A secretive yet prestigious Circle, with ties to the council. Evenstar's Beacons provide skilled labour, prioritizing Assassins, skilled fighters, and anyone with unique talents. The weird and macabre are not shunned here, the only thing that is absolutely required is unquestioning loyalty to the circle's leader. Maintain that loyalty, and you will be rewarded generously! Jobs typically involve making people disappear, collecting debts and bounties, protecting businesses, land, and people of high standing. Prices tend to run higher than standard mercenary guild jobs, but that comes with the guarantee that you receive only the best service.
Weakness will not be tolerated here.
The city's main postal office, which services the citizens of Ichorrai and surrounding areas. The Ichorrai Post is a service that will deliver goods to businesses, private packages to citizens, and letters that one might not want (or can't get) to go across a relay. They employ delivery by air, ship, and foot.
To most citizens, the post office is just that: a place to send mail to another citizen for a nominal fee. To certain clientele, however, the post office transforms; turning from a legitimate business into a hub of information exchange and illegal courier service.
The post office serves as a front for a gigantic collection of information on people, their groups, and their places in the world. It is the goal of the network to keep tabs on the populace of Icchorai and the surrounding areas. It also works to collect every dirty secret, every piece of blackmail, and every skeleton in the closet of those in power.
It does this by employing the couriers themselves as spies. A single courier may visit dozens of people in a single day of work, or may come upon an interesting situation during a delivery. In addition, those in the underbelly of Icchorai may be unable to deliver all manner of illegal documents or interesting objects themselves - and who better to help them out than a trusted mailman that keeps a secret?
When the lantern outside the post office is lit, it means there is a Postmaster present. The lantern may be extinguished in times of danger, if the post office is closed, or if all available Postmasters are away.
Those who wish to become couriers are hand-selected by leadership after working as simple mailmen for a time. There is not a lot of distinction between those who are spies and those who are not: everyone delivers mail. The courier who delivered your package might be a spy - but the courier yesterday might have just be a regular mailman. This is done on purpose so that members of the group are less easier to target.
Postmaster General - It's unknown how many there are. (Currently: Motka and Aer)
The head spies of the network, and the people in charge of the post office itself. Postmasters meet with their Taskmasters to review information and decide what to do with it. They make sure that the office is running smoothly and that everyone has what they need to do their job well.
Taskmaster - Those in charge of "sorting the mail."
On the surface: The workers in the post office. Taskmasters are the clerks at the mail counter. They're also responsible for sorting inbound/outbound mail.
Underneath: These are leaders in charge of a group of couriers. Taskmasters choose where to place their couriers and gather the intel they bring back. They deliver anything important to a Postmaster General, and document relevant information for later.
Courier - Also your friendly neighborhood mailman!
Trusted spies of the network. Using mail delivery as a front, they gather all sorts of information about the goings on in Icchorai (and beyond) and bring it back to their Taskmaster.
Messenger - Literally just here deliver your mail.
A worker for the post office that has not yet been tapped to become a spy. They are not allowed into the secret back room.
Tipster - Those who aren't strictly part of the post office.
They can take odd jobs, legal or illegal, for pay with no strings attached. Examples: Can be honest seasonal workers, mercenary spies, or can be people that want to drop off a secret or two for a quick esse.
The ranks in this circle are based on whatever you want your character to be within the organization! You are free to have them move up and down the ranks whenever you like, have them leave or re-join, and create your own stories surrounding that.
There is one caveat: I ask if you want to make a Postmaster General you should talk with the founder a little about your plans, as other Postmasters would know your character ICly!
The Composer's Circle formed early on to meet the need for plumbing, lighting, and heating among other things. It currently deals in the repair, creation, and documentation of these as well as the discovery and deconstruction of magitech from the Age of Preiyer. There are loose guidelines in place for members that create circuits to make repairs easier and most work with the Seeker's Circle to help document ruins and the use of various tech. Members from the Mercenary's Guild are also sometimes hired for recovery missions as protection from daemons and other threats that lurk in ruins.
Though most efforts are focused in Ichorrai, the use of tech beyond is encouraged. Those interested in the circle but unfamiliar with composition are invited to join and take on apprenticeships under more experienced members. Jobs are not concrete between ranks - veterans will help transcribe complex systems and experienced members help with retrieval, for example - but for the most part go as follows. Ranks up to Veteran are added based on character rep but can be changed upon request:
Initiate: 0 rep - Usually help document and publish information regarding magitech
Member: 10 rep - Most create and repair tech commonly used in Ichorrai
Veteran: 50 rep -Explore ruins for salvagable tech and decode it
Leader: Can be requested at 250 rep - Lead retrieval teams, manage guidelines and oversee the circle as a whole.
In the deepest underbelly of Ichorrai, esse and items change owners in backalleys, at the docks, in the labyrinthine structures running under the city. Aria, fysa, body parts and sometimes even artifacts are the favored trade of The Left Hand, a gang established around 20 or so years ago. More than a circle, the Left Hand is an underworld gang piloted by its leader, council member Drohir Draan in silent yet efficient secrecy.
Left Hand consists mostly of humans and former guard members who left the Aegis with Drohir to drive their own agendas and, most importantly, wealth and status. However, anyone swearing utter loaylty to Drohir does find themselves a place to belong and stay. Members are treated well and have relative freedom in how they conduct their business, so long as they abide to the rules and do their bidding. However, those who disobey often find themselves on the wrong end of dealings...
The gang employs a great variety of people. Cut throats, assassins, body part wranglers, witches who deal with artifact creation and charms, smugglers (this includes pirates), dealers, even accountants all find their place in the large structure that spans throughout the underbelly of Ichorrai.
General structure of the Left Hand is as follows:
- The Hand (founder and leader): Drohir Draan
- The Fingers: Members of Aegis who left with Drohir and helped him found the gang. They're usually responsible for taking care of "branches", such as transport, acquisition, etc. (you're free to make a member of Fingers, so long as you message me first!)
- The Fist: Members who often work directly below The Fingers. They're their own trusted right-hand men.
- Claws: More experienced, full members who have worked in the gang at least a year or two.
- "Pinkies": The newest members who are often tasked with the most gruelling (and annoying) work. It's not easy, but the pay is surprisingly good!
- Associates: People who work with the gang but are technically speaking not members. Freelancers, if you will.
A research and science based circle, Alexandria’s Athenaeum was formed some time following the return to Orrison, though the year and by who is heavily debated in its ranks. It was created around the desire to further general understanding and to protect knowledge (no matter what about) from being lost and destroyed. Despite a stated goal being the promotion of knowledge, it often comes across as though they’re more interested in research for research’s sake.
Their ranks are made up of almost entirely scientists, doctors, and other researchers, despite the circle technically being open. Members vary heavily in personality and interests, often having completely different fields of study. As such, there are a good handful of smaller groups formed within the Athenaeum based around different subjects and interests.
The Athenaeum uses a democratic leadership model, voting in a president, vice president, secretary, and treasurer every year. Benefits to membership include funding assistance for related projects, being able to vote and run in their elections, networking, being able to be published in their bimonthly journal, priority access to their archives, and the privilege to speak at their monthly Diatribe.
The Diatribe is a monthly debate in which members present their current findings and research as well as respond to the articles and findings of others. These are usually heated and tend to devolve rather quickly into arguments, complete with personal attacks and the occasional threat of violence.
Currently, the circle is being run by the elected treasurer, Vasiliy Franklin, following the disappearance of the president and vice president on an expedition.
Alexandria's Athenaeum is an Open Circle, despite their preference for people in similar fields, and there is no formal ranking system beyond those elected. How well known you are in the group is based on rep:
- Initiate - 0 Rep
- Member - 10 Rep
- Veteran - 75 Rep
- Leader - n/a
- Founder - n/a
The Children of the Swell were established in 53 A.o.R. and are a small, isolated group. Though they are technically a Hevinian sect, they disagree that Fys is asleep. Consisting mostly of tolka and humans, (as they are the races with the most defense against fysa poisoning) the family worships the ocean itself as Fys's true form. Any baby (or prospective member) that survives to eight months old is baptized in the ocean, accounting for their low numbers despite their relatively long history.
They are a circle of zealots whose members are tight-knit. The Children live and die by the ocean; they hold the belief that Fys will bless their devotion (if they survive the inevitable fysa poisoning) or deem them unworthy and return them to their side. Many of the Children are preachers or artisans, manufacturing trinkets and charms to sell in Ichorrai.
Their greatest goal is to someday develop the ability to live in the ocean itself, though they have been (unsurprisingly) unsuccessful thus far.
Currently, the Children are under the leadership of Saint Cainan, the highest ranking member left alive after the chaos of a recent aria storm wiped out much of the family.
Their ranks are as follows:
- Exalt - Current Leader
- Saint - A member of the circle whose baptism resulted in changes to their body. Believed to be highly favored by Fys. Generally, only one or two are alive at one time. Though they choose the new Exalt, they are not allowed to be promoted themselves.
- Bishop - A follower whose devotion to Fys has been recognized by the Exalt. Bishops are in line to become the new Exalt when the current one passes.
- Follower - A normal member. They are expected to sell their skills (as artisans, mercenaries, etc) and return most of their earnings to the Children.
- Initiate - A prospective new member. They remain here until their baptism, at which point they either die or ascend to follower.
Established in 310 A.o.R., the Sword of Kheir is a relatively new group in comparison to others. Comprised of penitent rrex and few others with similar beliefs, they are united in worship of Kheir and their demiurge, David, as Her reincarnation. Their goals, beyond simple worship, are to spread their faith and make it a more mainstream and accepted religion. Their success doing this is, thus far, debatable.
They are strict in their following of the penitent faith and, despite their name and position as a mercenary circle, they will not start fights, instead opting for swiftly ending them. They are not shy when it comes to violence and often go through training in the initiation process. They offer their services as protection on a sliding scale, often doing work at a loss for the needy. They are more focused on spreading the word rather than on collecting wealth and it's unclear where much of the circle's monetary inflow comes from.
They tend to wear clothing with their circle’s symbol on it and use weapons they provide. While it’s optional to crop their ears and tail, it’s pushed on rrex members even if not forced. All but the demiurge are barred from showing their halos and she shows her halo very rarely.
- Demiurge - Kheir reincarnated
- Vicar - Kheir's speaker. Formed the group originally and currently does most of the actual directing of it
- Knight - Above acolytes and recognized for their skill. These are the higher ranking fighters and defenders of the group, usually with seniority
- Acolyte - Normal members of the group
- Initiate - Those first joining and yet to be properly initiated
Life in the frigid peaks of the Tail is grueling and often too demanding for any sensible people to settle there -- nonetheless, the followers of Kan-Laon carved a sanctuary into the mountainside. Relatively secluded from the outside world, the small group of settlers eventually grew into the moderately sized sect of Hevinity that it is today; their home becoming a fully-fledged monastary.
The Disciples' teachings also incorporate the key principles of Valorism into their beliefs. Practicioners view the study of the world's spirits as their sacred duty. The most prominent field of research they pride in is how Fysa interacts with the world -- the circuitry, or "Divine Flow" between all aspects of life. Many of the Disciples are humans described as being the kin of dragons -- hailing from clans that revered the legendary beasts in a manner similar to the first Leyr. Witches that devout themselves to understanding the machinations of magic. In the modern era, it is not uncommon to see Immanu and Ptheran apothecaries among their ranks.
The ranks are as follows:
- Exalted One - Also referred to as the Eternal. Inheritor of the First's Fys , regarded as Kan-Laon incarnate.
- Sage - A council of seven, consisting of the wisest and most revered Disciples. Current leaders.
- Priest - Members of the circle whose devotion to Fys has been recognized by the Sages.
- Follower - A normal member. They are generally encouraged to spread their knowledge throughout orrison by embarking on pilgramages.
- Initiate - A prospective new member. They remain here until they have proven their devotion to the Sages.
Ranks up to Priest can be freely given upon joining. Sages must be discussed with circle owner beforehand. Otherwise, characters will be promoted based on rep. "Founder" is not applicable to other members.
The Blue Iris has two faces that it shows the world; the first and most known is that of the tea lounge of the same name that caters to the more wealthy and elite of Ichorrai with exclusive membership and access. The lounge also offers its members access to certain illicit hallucinogenic luxuries manufactured from the treacle of tolka.
The second face of the syndicate is the underground fighting ring, The Chasm. Here the stimulant side of treacle extraction is put into play. Fighters both official and unofficial can come here to trade blows- but only those affiliated with The Blue Iris are allowed the advantage of easy access to the stimulants that can turn the tide of the fights, while unafiliated fighters are required to pay a hefty sum just for a chance at evening the odds. Many people like to try and pit themselves against the enhanced fighters to try and beat them, and it’s a popular draw of betting and gambling on who will win.
- Founder - The Iris: Ezra.
- Leaders - The Elite: Ezra’s closest. His bodyguards and most trusted few. Important trade partners and distributors. ( anyone is welcome to DM if you would like your character to be considered for this rank! )
- Veterans - The Assets: All tolka no matter their rank or standing are this category. They are the backbone of the syndicate, but only so long as they contribute their miasma or treacle. They are given exceptional treatment as incentive to remain and contribute.
- Members -The Fighters: The regular and irregular fighters who battle in the fighting ring draw the crowds who lose and win esse at the betting. They are expected to also test run many of the stimulants produced from the tolka treacle and miasma. They are also expected to bear the Blue Iris symbol somewhere on their person to show their legitimacy as a member to gain access to any stimulants.
- Initiates- Everyone else who affiliates themselves with the Blue Iris. From grunt street runners to bouncers for the lounge and fight ring, to debt collectors and recruiters. Official ranks only belong to those listed in the higher standing in the syndicate, otherwise the rest are expected to sort themselves out and make their reports to the Elite.
This is a circle of adventurers, who sail the sea or sneak through the woods setting cages as they go. A Ghost Trapper is well versed in traps - cages, snares, wires, the whole shebang. They study nonlethal methods of hunting and employ them in the field. Ghost Trappers bring back live catch, most often crustaceans, shellfish, rabbits, mice, and other small prey animals. They are also well known for catching feral daemons and keeping the daemon population of their hunting grounds clear of infestation. One can find them hawking daemon parts and yesterday's catch at marketplaces.
However, the Ghost Trappers operate under the cloak of the night. When the sun goes down, all the Ghosts come out to play. This ring is most active in the dead of night, and almost all its members seem to vanish with the light of dawn. They are fiercely secretive of all circle activities, and seem fond of running people out of their territories if a member takes offense. As such, the circle is hard to find, and even harder to employ. The Ghost Trappers keep to themselves, and watch outsiders with wary eyes.
Why the need for secrecy? To which the Ghosts say, "Why not?"
- Initiate: You perform basic circle tasks like fish, hunt, and fight daemons when called. Your responsibility is low and you are mostly free to do as you wish as long as you don't break circle rules. You may work night or day shift at your discretion. Mostly, you exist tangentially to the circle. Veterans keep an eye on your conduct, and if they find you lacking, they have no qualms cuting you free. Break the rule of secrecy with what little information you know and you're gone. At this rank, you have no idea who the leaders are, and no one's telling you.
- Member: Your actions have brought you to the notice of the circle veterans. The circle ranks member and above may gather together to hold a formal welcoming for you. Your tasks in this rank are the basic tasks, but you may also be called upon to sail alongside veterans on expeditions and fight larger daemon infestations. You are generally assigned a shift to work in, but it's up to you. Generally there are no repeat rulebreakers at this rank, as promotion is a display of trust. The consequences for breaking that trust may be dire.
- Veteran: You have put in your hours with the circle. This is less of a rank and more of an acknowledgement. Sometime along the line, you were introduced to one of the leaders, and they liked you. As a veteran, your responsibilities go from tasks to leading small parties. You are trusted to know how to do your job and beyond shifts and check-ins, you're left to do your work. You join the family as a member, the leaders adopt you as their own as a veteran. You've around long enough to know the inside jokes and secrets.
- Leader: The ones in charge of running the entire circle. There are five, and they are the ones who give the final judgement in any scenario. This circle is their life, and they give all they are to the night.
- Saberr, a Rrex, is the boisterious expedition leader. She is in charge of the putting together the crews and charting the way.
- Nausikaa, a Human, is the logical huntsmaster. He schedules shifts, hands out assignments, and oversees the trapping areas.
- Kebibeki, a Chimia, is the no-nonsense treasurer. He handles the money, keeps the circle running, and sells catch on the markets.
- Kalotola, a Tolka, is the stoic ship captain. He directly oversees the other leaders, and determines the course the circle will take.
- Vaerlemalang or otherwise called Spook, a Ptheran, seem to be a leader who's responsible for daemon-hunting, but you're not sure.
This circle will be run as a "mini-storyline" with Bulletin Board prompts and RPs hosted by thewolvenhall (circle owner). The storyline will progress in chapters and acts. Characters will be able to rank up through progression in the circle's storyline.
The Ghost Trappers storyline is currently under construction! It will be an ship-sailing, sea-exploring, past-focused story with an emphasis on uncovering forgotten secrets, healing from trauma, and moving through grief. Fun features include giant sea daemons, not falling off the boat, and found family.
The Fallen Stars is an artisan guild founded by Amaun Rii'Constella and Lute "Lou" Nimmo, though it was far more Lou's idea to create. Originally, it was only meant to aid Amaun in creating a network as means to gather a larger clientele, but now had evolved into a true group meant to help artisans of all kinds. Members are called Shards, and people don't actually have to be a part of the main body of the Fallen Stars in order to be considered a Shard, as buyers can join for membership perks. Though the main focus is the buying and selling of handcrafted goods, the guild functions in three main parts: resources, creation, information.
Founder: Amaun and Lou are the founders of the Fallen Stars, and Lou takes up much of the management of the group. They're the ones to come to about joining.
Initiates: Buyers and anyone associated with the guild without being a direct part of it.
Shard Hunters (Members): Shard Hunters are resource gatherers. They are generally expected to bring in materials in one way or another, whether by gathering it from the wilds, trading for them, or buying them. There is an unspoken agreement upon joining that resource gatherers shouldn't obtain their goods illegally, but what Amaun doesn't know won't hurt him.
Shard Makers (Veterans) : Shard Makers are artisans. They're anyone with goods to sell that they made themselves, and they can work alone or in groups. Their products can range from jewelry, knickknacks, clothing, paints, paintings, sculptures and much more, and many will take commissions. It's generally agreed upon that artisans will be fair in their pricings and not use questionable materials, but I won't tell if you don't.
Shard Runners (Leaders) : Shard Runners are information specialists, and are newer to the group. They operate under the guise of innocent, helpful work, such as simply spreading awareness of the guild, information on if areas of the wilds are suddenly dangerous and why, which collector has what material, which artisan is in need of what material, etc. However, they also serve an extra service as spies. Some are secretly chosen to keep an eye out for suspicious activity or rule breaking, and to report back to Amaun or Lou if anything is found. Fewer still are handpicked by Amaun to look for clues to the whereabouts of two people, Conrad and Stella, and are given detailed drawings of the two to make identification easier. He seems very adamant that they are alive, but no one has ever actually found anything. Maybe you'll be the one to crack the case.
DM me here or on Discord (SparkedFires #7035) to request a specific role, or if you want to be a more specialized Runner!
Gambler's Chance is a circle of serendipity and numbers. Those affiliated with this small circle often deal with the handling of money and bets. Even so, the circle itself is not choosy in its members, so long as they work for the profit of Gambler's Chance. Those who join the circle are known as "Chancelings" and the leader of Gambler's Chance proudly proclaims that the Chancelings are a family business. You join the circle, and you join the family, and once you join the family, the Chancelings do not forget your name.
This is the business of Gambler's Chance: accounting, bookmaking, and gambling. Wherever money may be switching hands, Chancelings are drawn to it like moths after a flame. Once they sink their shiny teeth into the job, they always get it done - just be prepared to pay their vig. They calculate odds, they keep the pools, and they're always fair. As a small circle, not many go to Gambler's Chance, but those that do know that Chancelings have a code of honor.
Within Ichorrai, there is a multi-story building squashed between the buildings around it: The Pigeonhole. This rundown place devotes its first two floors to a bar and gambling hall, with the rest made into members-only communal spaces and temporary rooms. The Pigeonhole is the headquarters of Gambler's Chance, and is also a place for Chancelings to rest, meet, and crunch numbers. Inseparable from Gambler's Chance, as any funds the circle receives goes to support the bar and vice versa. A decade ago, The Pigeonhole was nothing. Now, it is the pride and joy of Gambler's Chance.
- Leader: Gambler's Chance is headed by one Luto and their right and left hands. Though all final decisions come down to just Soli'an'keae, they are rarely there to hand out the verdicts. When the hands act, it is with full support of the boss.
- Baselle, a Leyr, is the left hand. Baselle deals with shady business and behind-the-scenes number crunching for the circle's finances.
- Arlesque, a Leyr, is the right hand. Arlesque handles all the networking and is seen as the face of the circle since she manages people resources.
- Soli'an'keae, a Luto, is the don of Gambler's Chance. They determine which jobs are handed down, who joins, and they own the Pigeonhole.
This circle will be run as a "mini-storyline" with Bulletin Board prompts and RPs hosted by thewolvenhall (circle owner). The storyline will progress in chapters and acts. Characters will be able to rank up through progression in the circle's storyline.
The Gambler's Chance storyline is currently under construction! It will be something of a mafia AU, where your characters dress fancy, host dinner parties where people die, and get all up in other peoples' business. There will be illegal things and there will be trauma and there will be scheming, so much scheming.
While as an ‘official’ circle the Démodaists have only been around for a few generations, their theory and ideals have been present since ages past. Originally formed as a loosely-bound group of human synthesists, they have historically turned up their nose at other fysas and considered alloy fysa to be the only one worth learning. They are strict and traditionally-driven, and in the past their leaders have all embodied this, being conservatively-minded and refusing to let anyone but human witches join their numbers.
However, with the appointment of a witch named Keets as the leader at a young age (which was likely, as many have speculated, due to their being the only child of the previous leader), many changes have occurred in a very short span of time. Membership has been opened to all species and all walks of life, not just those who specialize in attuning their fysa, and the focus of their collective research has shifted from being specifically centered around the refinement of the alloy fysa to the general study of fysa, aria, and daemons-- though alloy fysa and charm-making are still the priority for many older members.
In the past, the group almost exclusively focused on the creation of charms, trying to find ways to make them more powerful and even edge them closer to artifacts. The creation or study of daemons was incredibly taboo, and any funding that the group possessed was never routed to people who did studies that were unapproved of. Their focus was entirely on the synthesis aspect of the alloy fysa, and members who attempted to study the ‘nature’ aspect of the fysa were often scoffed at, while study of composition or magitech was banned entirely.
In the few short years that Keets has been in power over the circle, many walls have been lowered, and their research focus can sometimes be seen now as frustratingly vague. Members are encouraged to take whatever path they like, but over time the research focus has shifted from largely focusing on charms to mostly surrounding the study of daemons and their relationships with fysa, aria, and their bonds. It is not taboo to study something else so long as it is still focused on aria or fysa, and recently a subsect of purely meteorological research has sprung up within the circle.
Individual members are often known as ‘le démodé’, an aged moniker whose origin cannot be traced down exactly. In the past it was a requirement for members to wear the emblem of the Démodaists somewhere on their clothing, but that rule has since been relaxed and it is now only followed by those who are particularly fervent about their research and their identity as a part of the group.
Older members tend to dislike Keets and the changes that their leadership has brought, while many newer members were only able to join because of said changes. That being said it is rare for anyone to actually meet the leader of the group, as they are incredibly reclusive and avoid their own circle like the plague.
Funding or research will sometimes pass between the Démodaists and the members of Alexandria's Athenaeum, but the relationship between the two organizations is tense, as in their past they have often had fundamental disagreements over their ideals.
While the circle has always placed an emphasis on treating all members equally, over time a slight hierarchy has grown to resemble the roles present within other circles. All roles can be assigned on request upon joining except for the leader, of which there is only one (which is currently Keets). If a role is not specifically requested, it will automatically be assigned by rep.
- Initiate: 0 rep - Typically acting as interns or solo researchers, initiates tend to have less power within the politics of the organization and are either very new to the organization or don’t involve themselves much in circle activity.
- Member: 10 rep - Making up the majority of the circle, members are typically researchers or active proponents of their others’ research. They often have initiates working under them or collaborate with other members to do research together, but have less interaction with veterans or the leader.
- Veteran: 50 rep - Veteran members have usually been in the group for more than five years and have remained active for that time, and have a direct line to the leader. As such, they have more say over the rules and regulations in place for the circle among other things.
- Leader: Closed - Despite partially being a ceremonial title, the leader does hold genuine power in the circle. They are the ones to officially decide changes to the rules, and have the power to remove members and spread what occasional funding they have. The past leader always chooses their successor, and if a leader dies or retires without choosing a successor it falls to the veteran members. The current leader is Keets, a reclusive witch that was the only child of the previous leader.
A home for those without, Lunars Orphanage welcomes you with open arms. Formed only recently by the Rrex known as Regan, this orphanage is meant to house a community that provides a roof over your head, food on the table and guidance by select educated elders. Not only do they aim to educate young and old children, they are more than willing to protect them from harm's way.
Member - 0 Rep | A member of the community.
Venteran - 100 Rep | Well known community members.
Leader - Can be requested | Well known and trusted Teachers or Caregivers of the Orphanage.