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
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!
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.
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.
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.
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.