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 either donated to other entities or safeguarded in the circle's vault. The Seekers work closely with the Composers Circle, often donating their magitech finds to the Composers for further investigation. They have also been known to donate some of their artifact discoveries to Icarus' Eye, though most remain safely locked in the Seekers' base.
The Seekers have several subdivisions, each with their own leader to oversee their respective functions. Not every Seeker fits neatly into one of these groups, however, and they are only assigned to one of these teams if they apply to be. These delineations are as follows:
- Caretakers - the chefs, medics, and scribes of the circle. They run the day-to-day operations at the Seekers' base and help provide support for its other members. One of their largest tasks is copying maps for distribution. The vault's guards also fall here. Some of these members accompany explorers on their expeditions to maintain temporary bases and support their explorations.
- Leader: Rieka
- Explorers - members tasked with exploring lost ruins and mapping the wilderness. They are often in the field for long stretches of time, and most (if not all) of them are expected to chart detailed maps. They are paid well to wander and risk their safety by delving into untamed places, as well as to report interesting finds (such as magitech) instead of keeping them for themselves. More highly ranked explorers are also the people sent to safely extract discoveries.
- Leader: Shir-Rii'Ilya
- Recordkeepers - members whose main duties focus on storing original maps, taking note of the magitech and artifacts in the circle's possession, organizing the vault, and keeping track of circlemembers' compensation. The leader and various veterans of the circle are also responsible for picking up Caspian's slack (especially with paperwork) when she inevitably disappears for months at a time on short notice.
- Researchers - scientists whose focus lays on deciphering old texts and sometimes studying magitech or artifacts. This role also encompasses other types of academics, such as botanists or chemists. Researchers are expected to keep meticulous notes and to donate copies of them to their vault, though most of their accumulated knowledge has to do with survivalism and magitech.
- Leader: Chara
The circle's completed maps are available for a nominal fee, and they sell them through both the Ichorrai Post and their own stalls in various settlements. The Seekers' base is between Kinstead and Terralai. 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 - 25: Initiate
- 26 - 99: Member
- 100+ : Veteran
- Leaders must be discussed with the circle creator, tysm!
A circle for those in the medical field to discuss their findings and peer-review journals. Many of these journals cater to those of a surgical or laboratory testing field, in which things may be a little “messier.” Research, once peer-reviewed, is published for anyone to see, for those who may need references for their apprenticeships, supplemental material for those with Blood Fysa who need to re-familiarize themselves with the general anatomy of other species, and even those with a curiosity in how the body functions differently between the species of Orrison.
Behind the curtain, however, This circle allows those with morbid curiosity or pet projects to receive funding for less-than-legal operations. Many of the Artifacts fabricated post Senescence have been created by people who were, at one point, a member of this circle. Financiers can provide general funding that is divided up across the board, or special contracts can be formed with specific individuals. The legality, resources, and intensity demanded of these projects can be quite heavy, so word is not often spread about them. To prevent potential leaks, these projects are often assigned codes consisting of symbols, conlang, and security measures. This is to protect both the identities of researchers and benefactors alike, as well as the contents of their research.
Individuals who willingly sign up for case studies, tests, and other research are well compensated, and once a rapport is built up, these individuals may be able to network through other professionals within the circle for more specialty or regular care, ranging from general practice to anything that the wide variety of practitioners specialize in.
- The Council (Founder)
- The creator(s) of this circle. They are in charge of any grand decisions and approve the rank changes of those beneath them.
- Benefactors (Leader)
- The outside influencers that fund most of the circle's activities, legal or not. They are allowed to take on a more secretive role and can submit funding anonymously if they so choose.
- Practitioners (Veteran)
- The more skilled doctors, scientists and medical professionals. They can run their own projects and ask for funding from Benefactors and Council members.
- Orderlies (Member)
- Newly joined members. They may be just as skilled as the Practitioners but they have yet to prove themselves. They typically work underneath another Practitioner until they're able to get funding for their first project. Once your skill is recognized by the Council you can request to be moved up a rank.
- Volunteers (Initiate)
- Those who join to be a part of case studies, tests, and whatever else may be required of them. They are paid for their participation and discretion.
For security reasons, there is no publically accessible list of members. Even Council Members are unlisted. Only the Council knows of all the circle members. Circle members are allowed to disclose their participation of their own free will but it is asked that you do not mention others by name unless they have agreed prior.
*Please contact me on discord (kamideviant#8784) to discuss your ranking in this circle! It is done based off of the role you want your character to play. If you don’t specify which ranking you would like you will be set to Orderly via default.
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
DM me (kamikins) if you're interested in joining! You can find my contact info on my profile page.
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
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
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 and Wake, its partner. - [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. The current champion, Varrick, is also this rank. - [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. - [Veteran]
- 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)!
[TW : alcohol mention, sex mention, violence]
A secretive yet prestigious Circle that operates out of the nightclub, The Vipers Den. Evenstar's Beacon provides skilled labour, prioritizing Assassins, skilled fighters, and anyone with unique talents, when not fronting as a simple hall of debauchery. The weird and macabre are not shunned here, the only thing that is absolutely required is unquestioning loyalty to the circle's leader, referred to only as The Viper. 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.
Beneath the high end mercenary work, lies a deeper layer of spies and informants, people who work from the shadows to increase the Vipers power over people. Some whisper that he's a powerful Councilman with a voice in Aelius' ear.
Once a month, the wealthy of Ichorrai are invited to the Vipers private sanctum, for elusive parties that are rumored to become quite dark and violent. Sometimes certain guests won't be seen again, and there are whispers that the food served is unlike anything you'll find outside of those doors...
ShadowPaws who are invited to these parties are sometimes invited to fight to the death at these events, with the winner gaining promotion.
Those who are caught betraying the Viper are also invited.... And never heard from again.
Weakness will not be tolerated here.
The ranks are broken up by job type, and how much you are trusted. Feel free to DM me about promotion! Rp interactions can also contribute, but sending me a lil lore bit on why you want a position is all I need.
Evenstar(Founder)- There is only ever one true leader, and through cunning action, he watches and waits for his chance to strike, while fancying himself a bit of a fallen angel, destined to rise up again to greatness.
Morningstar(Leader) - The most trusted of the Vipers chosen. There are only 5 at any one time, and admittance is a literal challenge. You have to earn your way here, but the rewards are lavish. These people run the Vipers Den, And keep the Beacon going. Power and Standing are given precedence, Radiants are granted entry almost immediately.
DawnBringers(Veteran) - Spies and Muscle who have proven themselves worthy of trust. They can work independently but are given the option to lead their own units. They can be seen as Bartenders, Bouncers and Cooks when working the front.
DuskSingers(Member) - The general makeup of talent that fills the Beacon with light, and blood. They are more expendable, taking jobs of lesser value, knowing less true secrets, but vital nonetheless. Anyone who passes initiation is granted this role, and work as dancers or entertainers, either in private rooms (NSFW) or out in the open, keeping guest talking and drinking.
ShadowPaw(Initiate) - The new and budding individuals who wish to be part of this hidden world. All prospects must pass an initiation thought up by the Viper himself, and if they pass, are approved and given rank by him as well. These initiations are customized depending on the skills presented by the prospect. This can sometimes be a lengthy process, and all Paws are required to work as a server in the Den for at least 2 weeks, to prove dedication, unless they pass their initiation test with exemplary results.
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
(Please contact me (pebblebug/linn) to give your characters the proper rank, otherwise I'll leave you at initiate! Ty!)
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: Needs to be discussed - Lead retrieval teams, manage guidelines and oversee the circle as a whole.
DM me (Splatterclaw) if you'd like a rank changed or to discuss leadership
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, Aer, and Yue)
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!
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 six 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.
The Children accept members from all walks of life; however, their main interests are not in recruitment. They believe that any who are meant to be with them will eventually find their way to them. They are much more interested in selling their wares -- often branded with the Swell's circle emblem -- and in reaffirming their own faiths. (Though Luto are accepted into the Family, there is a historical discomfort towards and stigma surrounding them, as many in the Family believe them to be souls that Fys rejected. Some luto accept the title "Revenant" in line with this.)
Their greatest goal is to someday develop the ability to live in the ocean itself, though they have been (unsurprisingly) unsuccessful thus far. Their secondary goal is to one day find the beast their founder ate of and feast upon it again, testing their devotion to Fys in the same way Ophiuchus did.
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 and left many other members missing.
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. Currently, the only Saint in the Children of the Swell is Saint Cainan.
- 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.
Please note that only Followers and Initiates are being accepted at this time.
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 band of thieves that masquerades around the continent as a theatre troupe. Members are typically outcasts, pariahs, and the down-trodden. The leader and founder of the Golden Masks, Antonio, puts the wellbeing of his people first and foremost; those who join the troupe's ranks are treated as family regardless of their involvement (or uninvolvement) with the troupe's inner workings.
Rankings and other behind-the-scenes details are still in progress. Please message me privately on discord (ventus#1517) if you wish to have your character involved in Antonio's crew.
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.
A young Circle started roughly 30 years ago by the Val’Arc Family and continued by the daughter Sophia Val’Arc. The Circle prioritizes restoring old art or text to be as similar to the original creation as possible. Their hopes are to keep the works and memories of creators alive for aspiring creators to look back on. The idea of an individual's life works being lost or being turned into something entirely different wasn’t something Sophia’s parents could stand. The group holds full transparency and the truth to a high priority.
The current Circle leader, Sophia, who may act aloof but actually cares about the work she does quite a lot. She is very honest about how she stands no personal gain by this and frequently relinquishes any hold on items to any greater good. The Circle often works closely with other Circles that retrieve suitable items such as the Seekers
Members of the Circle of Restoration are honorable and hardworking. Anyone is welcome as long as they are willing to understand the responsibility that came with the type of work. While restoration is at the front of this Circle members are also Couriers, Artist, Historians, or even just enthusiasts of the Arts.
The Val’Arc Mansion was a big restoration project created for a base of operations finished by Sopgia’s parents. It has apt space for holding pieces of original work as well as carefully crafted copies intended to be accessible by anyone who wishes to see them. It also has multiple studios that are open to aspiring artists to use for free, while donations are accepted they are held to no obligation to do so from Sophia or any other member of the Circle. Housing is also offered to aspiring creators so they can continue to focus on their projects.
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 beasts in a manner similar to the first Leyr and the Corvigere. They are 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 Fysa , regarded as Kan-Laon incarnate.
- Sage - A council of seven, consisting of the wisest and most revered Disciples.
- 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.
A group of mercenaries that protect our home and fight for the rights of our city ,people, and those who cannot defend themselves.
The people of our guild often travel with members of the neighboring guilds. We travel alongside them on long expidtions that benefit out city.
We not only fight but we also help with heavy lifting, farming, and chores!
We protect them, and others who are in need, violence is usually a last resort but somtimes there is now choice.
We aren't all perfect. we all have scars.
We take in all kinds of folk, and are a big family, we help one another for ourselves and out future.
An Fhuil a Lomadh ("The Bloodshorn")
An ancient circle originally created by a family of swordmasters, they have since become the leading circle for those with expertise in wielding the blade.
In comparison to other circles, individualized training is key to the Bloodshorn. Members can begin their training as young as 13, but do not go out into the field until they are 20. They receive one mentor, maybe two if they are struggling, and continue their training until they successfully pass initiation--and, in the case of those training under the lannspéir, their training continues until their mentor’s death. Training is vigorous and on a strict schedule, but in the lower ranks slacking often goes by unnoticed.
The most notable feature of the Bloodshorn are their blades. Handcrafted for each individual member by trusted lines of smiths, they receive their blades upon passing initiation, where they must draw blood while fighting their mentor with a rusty blade. The origin of these blades lies in the depths of the Bloodshorn's vault, where the blades of dead members are collected and left to rot in darkness.
While the original titles are typically used in formal contexts and reports, translations or generalizations of the role are more common in casual conversation. Common slang within the circle is the use of uniform colors to refer to ranks, especially when calling someone whose name they do not know or when referring generally to the ranks.
They have a somewhat hostile relationship with other circles due to their nepotistic and cliquey nature and harsh training practices. Social connections within the Bloodshorn are rarely as strong as in other circles, and an air of paranoia hangs within their ranks. While they once had a better reputation, it has deteriorated over the years as diligence and honor became less concentrated values in their members.
They primarily take bounty and protection jobs, though they are also known to clear out daemon infestations in order to collect the parts for barter and sale.
A sacred practice within the Bloodshorn is the idea of díoltas fola, or blood revenge. If a member of the Bloodshorn has reason to believe that another person has committed a dishonor on their bloodline (such as murder), the circle will turn a blind eye to whatever they do to the person responsible. They have even been known to “disappear” those who commit díoltas fola, and it’s rumored that these members serve to keep the circle running internally while hiding from their crime.
Lannspéir (“Skyblade”)- Founder
There is only ever one lannspéir at a time. A role passed down through generations by the founding family of the Bloodshorn, it has historically been passed down to the eldest child of the previous lannspéir.
However, after the rest of the leading family died in a fire, the lannspéir is currently Ailbhe, the youngest child and the only adopted member of the family. With no surviving relatives, all eyes are on their apprentice, Mikhata, to succeed them after death. Unusually, they seem interested in taking on more than one apprentice--creating an opportunity for a vicious power struggle.
The lannspéir may only wear orange, red, and yellow. It is customary to have the pattern of three dots arranged in a triangle on their clothing, as is depicted in the circle’s emblem.
Lanngréine (“Sunblade”)- Leader
Singular lanngréine, plural lannagréine
The illustrious higher rank, it is almost impossible to be a part of the lannagréine unless you were born into it. Born of nepotism and of heroic feats, their numbers grow smaller and smaller every generation as they threaten to fade into obscurity. They are prime targets for assassination due to their skills and the power they hold, and those who are not yet initiated within the lannégreine are often guarded at all times for this reason.
There is a rumor within the Bloodshorn, whispered among its members, of a secret rank beside the lannagreine- the lannaoíche, or “nightblades.” Rumored to wear black and dark gray exclusively, they are said to be skilled assassins and spies that lay hidden among the average citizens of Orrison. Of course, this is just a rumor… and has yet to be proven.
The lannagréine wear orange, red, or yellow by obligation, and are not permitted to wear any other colors when in the public eye. In the rare case that a lannagréine apprentice cannot be mentored by someone in the lannagréine, the lannspéir will take charge and mentor them.
Snoíodóirlann (“Bladecarver”)- Veteran
Singular snoíodóirlann, plural snoíodóirílann
Comprised of smiths, metalworkers, and composers, the snoíodóirílann are responsible for crafting each member's individual blade. They themselves do not wield swords, and while they are usually born into the circle, they are sometimes scouted by lannagreíne to work in the circle. Paid more handsomely than sealgairí and in a lower-risk position, they could be seen as the best-treated members of the circle.
The snoíodóirílann wear purple uniforms to formal events, but due to recognition of how filthy their clothes become while working the only restriction on their casual clothes is that they cannot wear orange, red, or yellow.
Sealgair (“Hunter”)- Member
Singular sealgair, plural sealgairí
As the lowest officially recognized rank, one cannot be born into being a sealgairí. Instead, you have to pass initiation as a madra to reach the rank. Skill level varies within the sealgairí, as does morality--some are merely after power or the next bag of esse, while others have an almost knightly virtue. Generally, they are seen as a rowdy and unpleasant bunch, with a handful of outliers. This is in stark contrast to their past reputation, where anyone who was deemed too unsavory would be executed by the lannspéir.
Sealgairí have blue-green uniforms, and while they receive them as soon as they reach the rank, they can customize their uniform as they please or simply not wear it at all. However, it is required that they wear blues, greens, and neutrals, and they are not allowed to wear the colors of higher ranks.
Madraí an Fhiaigh (“Dogs of the Hunt”)- Initiate
Singular madra, plural madraí
Members of the circle who have not yet earned their blade and are not born of an honored family. Sometimes referred to as having cold feet or needing to hurry up and “bite the steel”, madraí are often called “Muttfaces” by ruder members in reference to both the origin of the rank’s name and to them having the skills of a poorly trained mockhund. It’s not uncommon for unofficial “hazings” to occur as well. Madraí are generally ignored by the highest ranking members, and many feel ostracized and ignored, though some take this as a challenge to best the system and climb to the top.
Madraí take orders from sealgairí primarily, who assign them to lesser missions and occasionally give them guidance or training. While some have mentors on par with the higher ranks, many spend more time training themselves than they do receiving training from their mentors.
Madraí do not have any set uniform, and once they gain their blade they move up in rank and receive their official uniform.
Roles must be requested, otherwise your character will be placed at Initiate. Please contact Enya/cuppedsunshine on Discord at freya#0931 to request a role. You may also request that a sword be designed for your character by Enya/cuppedsunshine if they have completed initiation.
You may also request that your character be an apprentice of Ailbhe, though this may be limited to two or three characters.
Uniforms are fully customizable to your character’s proportions and individual taste, with the only requirement being that they wear their rank’s colors to a recognizable amount. Some common motifs are:
- Three dots, aligned in a triangle shape (as seen
- Criss-cross patterns and plaid
- Tartan fabric
- Vibrant colors (within your rank’s color allowance)
- “Infinite knot” patterns with no definite beginning or end
- Kilts, skirts, and loose clothing for comfortable movement
- Pins, jewelry, or appliques with the circle’s symbol on them
- Overcoats, typically sleeveless, that range in length from the hip to the ankle
- Lantern sleeve tops are common for formal wear, but seen as impractical for casual wear
- Shawls are common as a personal fashion statement
- Sashes, belts, and clasps are common to keep tunics and robes shapely
- Aside from rank colors, neutrals are the other option that many members utilize in their outfits
Visual examples coming soon!