With the advent of LFR, meta-orgs have undergone a significant change.
Say hello, one and all, to Adventuring Companies. Player-run organizations from stem to stern, YOU can create a group, set the rules for who gets to join, what one must do to remain a member, or even how large your group is allowed to get.*
Have an adventuring company that's open to new members? Please post it below, and let all of Faerun know about the great things you have planned. Don't forget to let everyone know how to contact the admins of your group for admissions.
PLEASE reserve this thread for Adventure Company (AC) listings ONLY. Discussion of these companies should be done in another thread.
*specific details of how Adventuring Companies are going to work are still forthcoming, but that doesn't mean you can't start thinking up ideas now.
WolfStar76 Community Advocate (SVCL) for D&D Organized Play, Avalon Hill, and the DCI/WPN LFR Community Manager DDi Guide
Messages of this Yahoo! Group are open to the public to peruse. Anyone who'd like to join, or assist as an auxiliary, may join the Yahoo! Group. Your input would be appreciated.
The Knights of Mystic Fire Organization, Laws & By-LawsShow
Knights of Mystic Fire Adventuring Company (This Chapter based out of Relkath’s Foot, Aglarond, founded by Simbul Wysiwyg.)
Originally, the Church of Mystra, Goddess of Magic, sponsored a knightly order of paladins called the Knights of the Mystic Fire, who were granted their spells by Mystra. Their mission was to accompany members of the clergy on quests to locate lost hoards of ancient magic, and they also formed the cadre from which the leadership for the small groups of armed forces who guarded Mystra's larger temples and workshops were drawn. One hundred years after her murder and the resulting spellplague, these hard-core faithful are intent on bringing their goddess back from the dead. She has been slain before, & returned before, more than once. Her killer, Cyric nor anyone else, has absorbed her portfolio, and her Chosen and other beloved (i.e. The Simbul & the Seven Sisters, Elminster, Khelben Arunsun etc.) held half of her power, so perhaps she is merely 'mostly dead' and not 'all dead'. Right after the spellplague the question as how to ‘best’ serve Mystra was a hot topic amongst the Knights of Mystic Fire, for while the original mission stands, it has been expanded to include protecting Mystran clerics; preserving as many Mystran rites, rituals, holy sites & workshops as they can; to foster and assist Mystra’s Chosen, old & new, where-ever and however they can (e.g. finding out whatever happened to The Simbul of Aglarond); and to secure Mystra’s re-birth.
Clerics & Paladins of Mystra pick one time of day or night to consistently pray for spells. They celebrate the 15th day of Marpenoth, the anniversary of the ascension of the last Mystra from her mortal form, but otherwise have few calendar-related rituals, focusing more on a personal style of worship. For some devout arcane spellcasters, this never goes beyond a whispered prayer of thanks with each spell they cast, coupled with some thought as to the moral consequences of its use. Two ceremonies of great personal significance are Starflight and Magefire. The former centers on a fly spell that permits flight for as long as the stars are visible in the sky. It is often used as an initiation when an individual joins the church of Mystra or a celebration when two worshipers are wed. During Magefire, great magical power surges through one's body, blazing in flickering blue fire as it spills forth in cleansing and renewal. The Hymn to the Lady is a solemn ritual performed mostly at funerals. While the living clergy intone a plainsong dirge, visions arise of dead mages and Mystran clerics; Mystra often inserts her own guiding scenes. Mystra's clerics usually multiclass into arcane classes.
Mystran Dogma Love magic for itself. Do not treat it just as a weapon to reshape the world to your will. True wisdom is knowing when not to use magic. Strive to use magic less as your powers develop, for often the threat or promise of its use outstrips its actual performance. Magic is Art, the Gift of the Lady, and those who wield it are privileged in the extreme. Conduct yourself humbly, not proudly, while being mindful of this. Use the Art deftly and efficiently, not carelessly and recklessly. Seek always to learn and create new magic.
Requirements for Membership in the Knights of Mystic Fire Adventuring Company Proper 1) You must worship Mystra (in any of her incarnations), Goddess of Magic. Magic serves Law & Chaos, Good & Evil equally and is thus Unaligned. Forgotten Realms canon states that Mystra's divine follower's alignments don't *have* to match her own so long as it is close, or matched to one of her former incarnations. While more art than science, there is an order to magic, so alignments will tend to be lawful. Mystra has tended to be good so her paladins will tend to too. 2) You must follow her dogma to the best of your abilities at all times. 3) You must strive to achieve the Knights of Mystic Fire missions whenever possible. 4) You must keep your Oath of Knighthood. 5) Oppose the enemies of Mystra and their friends & agents whenever and wherever you find them; and be friends to her friends & allies and their agents (a non-exhaustive list below). Mystra’s friends: Azuth; Savras; and Velsharoon. The Order of the Shooting Star; The Children of the Starry Quill. Mystra’s allies: Oghma; Deneir; Milil; Corellon Larethian; Isis & Thoth. Mystra’s enemies: Shar; Cyric; and Bane. In Aglarond this includes The Simbul’s friends: The Aglarondan Griffin Riders; the Masters of the Yuirwood; The Army of the Lion; & The Army of the Green Drake. And The Simbul’s enemies: Thay & the Red Wizards; The Phaerimm; & The Aboleth Sovrenity. 6) You must never betray the Order or forfeit all magics of any kind forever. 7) You must be a Paladin. Either via the class or via the feat Soldier of the Faith. 8) You must be an arcane caster either via the class or via the appropriate Class-Specific (multi-class) feats. (Special Note: A Paladin/Bard could theoretically belong to both the Knights of Mystic Fire and the Children of the Starry Quill.) 9) You must be proficient in at least one Military Melee Weapon. 10) You must be proficient in at least Chainmail. 11) You must own & keep a Holy Symbol of Mystra on your person. 12) You must own & keep an arcane implement appropriate to your class on your person.
Requirements for Auxiliary Membership in the Knights of Mystic Fire Adventuring Company 1) You must revere Mystra (in any of her incarnations), Goddess of Magic. 2) You must follow her dogma to the best of your abilities at all times. 3) You must strive to achieve the Knights of Mystic Fire missions whenever possible. 4) You must keep your Oath of Knighthood, if applicable. 5) Oppose the enemies of Mystra and their friends & agents whenever and wherever you find them; and be friends to her friends & allies and their agents. 6) You must never betray the Order on pain of forfeiting all magics of any kind forever. 7) You must own & keep (at least) a non-magical Holy Symbol of Mystra on your person.
Rank & Status among the Knights of Mystic Fire. • The Knights of Mystic Fire hold force of personality & intelligence in high regard. • The KoMF holds arcane ability and power in high regard. The more magic you bind to, or bring into, the world the more you please Mystra, • Every spell cast is a prayer of devotion to Notre Dame (lit. Our Lady). • KoMF members *are* paladins and therefore hold mounts & special mounts in high regard. • KoMF members will regard even 1st-level Clerics of Mystra as a higher rank than themselves, regardless of actual rank (level) & status, and obey their orders (short of certain death). • KoMF members will not hesitate to share comparable arcane knowledge, spells, or rituals among one another if they have the time. • The Highest ranking KoMF members in a party will oversee the distribution of other KoMF member's "spare" permanent magic items amongst one another to maximize the mission’s chance of success. All items return to their original owners at the end of the mission. • Mounts are to stay with their owners. • Superiors are expected to not give orders to subordinates that they would not give their spouse (/spice). • Lower ranking KoMF members are expected to obey their superior's orders even if it kills them. • Superiors are expected to not give orders that get their subordinates killed. • KoMF members are to collect powerful magic items to loan to party members during missions in exchange for a "Thank Mystra!". • KoMF members are encouraged to carry at least one Raise Dead scroll. • KoMF members are encouraged to write reports on their missions.
Your Rank is equal to your level. Your Status (derived below) determines your place within that rank. KoMF Rank-Status (E.g. Page Neophyte 1-18.) Level-(Sum of all of the following.) • Sum of (Cha + Int Mods). • Class Specific feat+(# of Power Swap feats). • Sum of Arcane Spell levels you can currently cast. Include innate spell-like abilities. (I.e. Arcane half-elven Dilettante choices, & a Dragonborn's breath attack are both 1st-level.) • Sum of Ritual levels known. (Eg. If you know Magic Mouth & Observe Creature that's 25 levels worth of rituals known.) • Sum of Item levels created. Temporary items such as potions do not count toward this total. • Mount's level. • Armor worn. -1/step of armor worn below plate-mail. (E.g. -1 for Scale; -2 for Chain; etc.)
Titles of the Knights of Mystic Fire. Level: 1st Order - Elemental 1 Page-Neophyte 2 Page-Zelator 3 Page-Theoricus 4 Page-Practicus 5 Page-Philosophus 6 Page-Adeptus 7 Squire-Apprentice Neophyte 8 Squire-Apprentice 9 Squire-Apprentice Adeptus 10 Squire-Adeptus Minorus
Level: 3rd Order - Spiritus 21 Grand Knight-Exemptus 22 Magister Templi Practicus 23 Magister Templi 24 Grand Magister Templi 25 Magus Philosophus 26 Magus 27 Grand Magus 28 Ipsissimus Zelator 29 Ipsissimus 30 Grand Ipsissimus 31 Secret Master(s) (Spirit(s))
Higher status characters within a rank are to be deferred to. Publicly (before 3rd Order titles), only the hyphenated title is used, as who else cares how the KoMF delineates your status within its ranks. Exception to the normal rule: Members who are Lords of their demesne and run keeps, towers, abbeys, or shrines are to be treated as if they are the highest ranking member whilst you are on their lands. Auxiliary KoMF members have ‘honorary titles’ but real Rank & Status and therefore all of the rights and responsibilities there-of. KoMF Archmages (the Epic Destiny) are encouraged to continue, after they lose their mortal coil, as Secret Masters of the Order so that their knowledge, experience and expertise is not lost.
The Accolade of Mystic Fire Knighthood (at 13th–level): After serving as a Squire for six levels, a young warrior-wizard would make a formal entry into Knighthood. The entry into Knighthood is highly ritualized and starts with a Night Vigil in the Chapel of the Castle: A) The Squire prepares for the vigil with the Magefire ritual - his body is thoroughly cleansed and purified. B) The Mystic Fire Squire wears a white vesture to symbolize that purity and is covered by a blue robe which symbolizes Mystra. C) His shoes and hose are black which symbolizes death and his mortality. D) A sword & shield and wand & staff is placed on the altar. E) Mystic Fire Squire kneels or stands at the Chapel altar, in silent prayer, for ten hours. F) In the morning he is joined by others to hold ritual and a lengthy sermon on the duties of a knight. • A Knight is Sworn to Valor. • His Heart Knows only Virtue. • His Blade Defends the Helpless. • His Might Upholds the Weak. • His Words Speak only Truth. • His Wrath Undoes the Wicked. • He owes forty days of service (in the field) to his liege lord annually. G) A sponsor takes possession of the sword, shield & implements which have been blessed by the priest or paladin. H) The sword, shield & implements are passed to the lord who will conduct the knighthood ceremony. I) The Mystic Fire Squire is presented to the lord by two sponsors in a Public ceremony. J) The Mystic Fire Squire swears an oath of allegiance to the lord, church, & order and the following oaths: • Never traffic with traitors. • Never give evil council, and be respectful to peers and non-peers alike. • To observe the 15th of Marpenoth, fasts and abstinences, and practice the Art every day and make an annual offering (of a ritual or magic item equal to your station) to the Church. K) The lord presents the sword, shield and implements, and 'Dubs' the squire who is pronounced a Knight. 'Dubbing' is a blow struck with the flat of the hand or the side of the sword and was regarded as an essential act of the knighting ceremony (to remember the event). L) The sponsors then put spurs (each shaped like the symbol of Mystryl) on the Mystic Fire Knight, and his sword is girded on. M) Music and Fanfare accompany and celebrate the Knighthood N) The celebrations continue with a feast and tournament arcane &/or martial in honor of the Mystic Fire Knight.
In times of extremis, an elder knight (& usually one other knight as witness) may clout a squire on the shoulder and field promote him into the Knights of Mystic Fire.
In times of great extremis, a squire may self initiate (ritual). (E.g. in the aftermath of the Spellplague.)
“Nothing on the face of this earth --and I do mean nothing- is half so dangerous as a children's story that happens to be real, and you and I are wandering blindfolded through a myth devised by a maniac.” -- Master Li Kao (Tang Dynasty)
The Huruafir family consists of a strange mix of humans, drow, and half-elves (most half drow, aka crinti). The family fled prosecution in Dambrath decades ago, when the alliance of some members to 'hostile' forces (Eilistraee) became known. The family allied themselves with the dwarves in East Rift. Not convinced of the true motivations fo the family of a hostile border nation, the family was placed under a powerful geas, which ties their loyalty to that of the dwarves and compels all members of the family to protect the Rift community. Over the years, the family has displayed loyalty and zeal in their duty, and have grown to become respected and even (up to a point) trusted. They are known as effective, though ruthless, mercenaries. Rumors hold that the geas only applies to the first seven generations, and that the family's most recent generation of children is free from the geas.
The Huruafair are intended as a mostly PC-driven family of mercenaries. Popular classes are fighter, rogue, warlord, and warlock. Races include human, half-elf, and the elf races (drow, eladrin, elf). Most 'true' fey are are adopted or married into the family, though sometimes the children of crinti and true fey show exceptional racial abilities (i.e. display the racial traits of a elf or drow, but still considered half-elves by other elves) . Alignment is mostly unaligned. Good alignments are not uncommon, but the family prefers to stay neutral so it can best do their duties. Favorite deities among the Huruafair are Tempus (for his neutral stance), The Red Knight, and Selune (who many see as a replacement for the originally worshipped Eilistraee). Moradin is also included in the House shrines. Due to the common worship of Selune and Tempus, some warriors invoke luck through Tyche, a strange amalgamation of the faiths of Beshaba and Tymora. This particular faith has no clerics (since Tyche is not actually a deity).
Adventure Company: the Huruafair House Guard Most see the House Guard as a group of bodyguards for the House's matriarch, but it is less simple than that. Even though Huruafair has little political clout, the family does have an influence. The matriarch takes the duty of the family to East Rift seriously, and uses her own judgement in what will benefit the Rift - more than one dwarf powermonger has seen a plot crumble, discovering too late that the family's geas is to protect the region and its people - not the ones holding power. The means to do this are the House Guard, which not only serve to protect the family, but to run missions around the Sea of Fallen Stars (and even beyond) to better the position of East Rift - by extending influence, fighting enemies, or incurring favors. In most cases, the true goal of a mission are unknown to the guards. Only the Matriarch knows what benefits are reapt.
Requirements (stricter than actual membership of the family): Name: Must carry the Huruafair name (may be adopted) Race: human, half-elf, elf, eladrin, drow Home Region: East Rift Oath: Swear fealty to the Huruafair family and the East Rift. All members are compelled to protect the Rift against incursions, specifically the drow.
In northern Cormyr, high in The Stormhorns, stands a fortress known as Falcon Hold, so named since it is perched precariously on the crest of a mountain, so inaccessible that only falcons are said to go there. But all is not as it seems. The fortress was crafted by dwarven stonecunning. Its wells run deep, and secret ways lead to its gates. Those who know such things say that two grandmothers with brooms and sacks of stones could hold off an orkish warband from its battlements, and that the forces that call the castle home can move like shadows at sunset.
Falcon Hold is a holy place. The body of the Paladin Mihail Patronus rests there. His spirit now serves Tyr Evenhand. His shrine is sacred also to those who venerate Helm and Tempus, for he died facing down an army alone, and held them in the very pass that Falcon Hold guards while his friends brought reinforcements from three nations of Faerun.
For their part in saving all Faerun perhaps from a plague of darkness, Patronus’ companions were given land and title by the king of Cormyr. They chose to erect a fortress on the site of the great battle, and to name it with their fallen friend’s badge of honor.
Kalfer Stonebender, the dwarven warrior, promised his cohort of kinsmen to carve the stone and build the keep. Jenna Blue-eyes, a priest, and Patronus’ wife, swore to maintain the shrine. She worshiped Helm, and called to her service a band of His warriors and other servants. Those, and other young souls who came to Falcon Hold to learn from the heroes of the Battle of the Bloodshards, became the core of a new force in the world. Patronus’ companions realized that their efforts as free blades and adventure-seekers had only limited effect. The world had nearly paid the price for their free-wheeling ways. When the time came that armies and nobles were needed, they came almost too late. The Harpers were effective, if scattered, but what was needed was something different: an army without a country, ready to fight wherever needed to maintain security.
The Riders of Falcon Hold were born.
The original Riders, Patronus’ companions, continued to adventure from time to time, but increasingly they turned their efforts to training the next generation. Out of several bands of followers, they forged the beginnings of an army. The Stonebender’s kin, and later other mercenaries of many races who wished to serve alongside him, were the sergeants and special troops. The yeomen of Helm who came to serve Lady Jenna provided the beginnings of a regular army. Martigan Mourn, the secretive woodsman, was never much interested in living indoors, but as other rangers came to learn at his feet, he provided services and teaching to the Falcon Hold.
Their friend Leask the Halfling had seen far too much of war, and retired to Waterdeep for a life of comfortable beds, good meals, and willing women. Along the way, he accidentally became a major player in the Thieves’ Guild, and his loyal allies have spread across the world. Those in the Riders who show skill at spycraft are often sent to spend a year or two at the “University” in Waterdeep. They often come back wealthier, and more prone to sleep with one eye open.
Iosef Eversun, the wizard, also had little interest in living in a castle and running an army. He turned his hand to magical study, but his tower was not far away, and he has always consented to train magicians for the Riders. As such efforts often do, it started small, and now his “solitary tower” is surrounded by a small village and a magical academy.
Sometimes called the "forgotten folk" by other races, the gnomes of Toril have a sorted past and many races use their name as a hiss or a by-word. This band of like-minded gnome wanderers has set out to change how others view them. Dedicated to the betterment of their company and their people the fey-blooded folk of this company join together for the cause of freedom as only those often neglected can champion it.
For what seemed like an eternity the mighty Mulhorandi Empire stood as a beacon in the Unapproachable East. Believing in the principles of Ma'at - the concept that goodness and law were not only ideals to strive for, but the natural order of the multiverse - the Mulhorandi Empire and its Mulan people stood as the last bastion of civilization against the evil Thay and the barbaric Unther.
And then the spellplague destroyed the Empire. The upstart nation that dares lay claim to the ancient name of Imaskar has conquered it, which would be intolerable enough, but they have outlawed the worship of the gods of righteousness and order, and thus have allowed darkness and chaos into the land.
Horus-Re and his pantheon no longer grant our spells, but we remain faithful to the teachings of Ma'at. Mulan expatriates residing in nearby Akanul, East Rift, Tymanther, or further scattered throughout Faerun, we have not forgotten the gods, and we have not forgotten Ma'at. Join the Talons of Horus-Re, an adventuring company open to loyal Mulan, those who worship the Mulhorandi Pantheon, and their sympathizers.
This company is heavy on roleplaying and very politically motivated, but we are open to all who are loyal to the cause.