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THE
RED ORDER
The
Red Order is often looked down upon by all the other Elite
Guild; they are considered mercenaries, sellouts, using their
talents for monetary instead of moral (or immoral) reasons.
The
leadership of the Red Enclave is composed of a council of
five mages, each of whom control a considerable amount of
wealth each and direct the resources of the Enclave. Underneath
them are a large bureaucracy which nonetheless actually manages
to accomplish its work with reasonable time and accuracy.
Secretaries and bureaucrats of all flavours direct the orders
of the Council to the ones who will execute them.
The
duties of a Red Enclave member are to surrender 5% of all
earnings to the guild, or the equivalent in labour or products
that the guild can sell. A member must guard the monopolies
of the Enclave and may never reveal any secrets learned herein.
They also generally have to follow orders of the Council of
Five, though this is not so powerfully enforced as with the
Paladins, Bladesingers, or the Dark Enclave. Failure to follow
these rules results in a hefty fine, which increases with
each successive failure and eventually results in banishment
from the Enclave.
The
Reds are the Order most similar to a normal guild, in that
their dues are paid much like a normal guild, in money or
work, and that their heirarchy is also similar. They are politically
organized insofar as the need to stay active. The Reds have
the largest number of mages who sell their skills for money;
as mercenaries, as entertainers or as diviners. Usually, a
portion of the money a member makes must be given to the Order.
Thus,
it is the richest order, though it is also the order that
is most looked down upon, aside from the Dark Order. Other
mages consider it lowly to sell one's magical abilities for
profit, but the Reds do it anyways. Its rules are simple;
'obey the Reds, pay your dues, and don't do anything to get
us into major trouble.'
Tested
Skills:
The
Reds test in all magic skills and scholar.
Entrance
into the Guild:
Entrance
into the Guild requires that the potential sell something
ordinary and worthless, and make an obscene profit off of
it. Objects include manure, a glass of water, or other similar
things.
Advancement
within the Guild:
Each
successive Guild Trial is a test to prove how much profit
the PC can make for the Guild. Each success means that the
PC is given more reponsibility, more power, and more access
to the Guild's funds --for the purposes of making more
money, of course. A PC is allowed unlimited retrials; the
Guild is always willing to allow someone the chance to make
more money for them.
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