Circles

Order out of chaos.
Guild
Creator
Members
8
Reputation
959 Rep
Details

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
Legitimate business.
Guild
Creator
Members
7
Reputation
367 Rep
Details

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.

 

Ranks:

  • Leader: Captains of crews/ships
  • Veteran: High-ranking crew members
  • Member: Just yer average matey
  • Initiate: Still finding their sea legs
Down the left-hand path
Guild
Creator
Members
3
Reputation
145 Rep
Details

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. 

 

To the swell we will return.
Guild
Creator
Members
5
Reputation
50 Rep
Details

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.
Flourish, and extend our reach.
Guild
Creator
Members
3
Reputation
50 Rep
Details

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.
For chance is the first lover of luck!
Guild
Creator
Members
1
Reputation
0 Rep
Details

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.


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.

6 results found.