Red Stone [Organization fit for any campaign] PEACH [Long]

greyscale1

First Post
Red Stone is an organization in my campaign world. It is primarily criminal, but unaligned, and is fraught with plot hooks for all manner of PCs. It could be converted to any campaign setting very very easily. Give it a read through and tell me what you think!



Red Stone

Knowledge of Red Stone.

The name Red Stone (sometimes called The Red Stone), depending on your company, is sure to elicit emotion. Known by many a commoner and ignorant noble as a large but simple criminal organization, Red Stone is anything but.

Red Stone is a primarily dwarven organization that spans the entire continent of Kelarin and has a small outpost in almost every large settlement. On the surface Red Stone is simply a massive but nebulous mercenary crime family, but anyone looking closer will find that there is quite a bit that doesn't add up if this was the case.

Red Stone has been linked to almost every type of crime, from petty theft to arson to murder, however, Red Stone has seemingly never embezzled, blackmailed, or kidnapped. Most operatives caught reveal nothing, though they are always honest and forthright about their connection to Red Stone, and always refer to fellow operatives in familial terms regardless of race (though usually dwarven). Though often sentenced, operatives usually escape punishment whether through their own guile or (more likely) the monetary intervention of Red Stone higher-ups. Operatives are quite seldom caught in the act, however.

Red Stone also operates on a mercantile front, dealing in transportation and sale of both stolen and non-stolen goods. Due to their extensive network, most Red Stone operatives are well informed of events days before most leaders without an extensive spy network of their own. It is for these reasons that Red Stone is allowed to work openly (albeit extremely subtly) in most villages and cities throughout Kelarin. Having an operative in your jurisdiction could prove to be a saving grace should they decide to inform you of an approaching army, drought, gnoll brigands, or what-have-you before its to late.

Mercenary work is another facet of Red Stone operations, though it rarely comes cheap. Getting in contact with an operative is usually relatively easy, however, convincing them that your crime is worthy is another story, as their criteria for a worthy endeavor is difficult to judge.


The Real Red Stone

While one might imagine that Red Stone is an organization composed primarily of rogues, that is not necessarily true - the ranks of Red Stone are filled by deciples of many disciplines. Operatives often take the form of non-stealthy classes such as Paladins and Wizards (among others). Subtle operations (most of them) usually are done by a lone operative, however, operations that require more manpower or brute strength are often assigned a group of operatives (3-7, seldom more) with complimentary skillsets.

Operatives are not payed for their work, though they may keep any additional spoils from any particular mission. After building up repore with Red Stone, operatives can request specific items or cash advances, which are usually granted, if they are in line with previous services rendered. Many Inns and other services (stables, for instance) in larger cities have an ongoing Red Stone tab, and operatives eat and stay free at such establishments.

Aside from simple mercenary or profit-making work, Red Stone's largest priority is the gathering of information be it ancient or current. Operatives (or groups of operatives) are often sent to: comb ancient dungeons and ruins, do spying work, reconnaissance, information theft, make maps, or even catalog flora and fauna. Such missions occasionally deal with the Shadowfell or Feywild, but very rarely any farther. Red Stone tries to have its hand in every major development throughout the world.

The Tenants and Beliefs of Red Stone

At its core, Red Stone is a relatively family oriented and religious group. Though the deities primarily worshiped are Moradin and (though some might find it odd) Erathis, though almost all religions are tolerated so long as they do not interfere with duties.

The main 'commandments' of Red Stone are as follows
Honor your family and/or clan. Red Stone is and will always be your clan.
Follow your own morals and beliefs whatever they be, as long as they do not interfere with Red Stone.
Perfect your Body and Mind. Perfect your soul, Perfect your Faith. Perfect the World.
Do whatever it takes to achieve your goals.
Follow the Hierarchy of Service (see below)

The Hierarchy of Service is an ancient saying that often serves as a low level password or formal greeting for members of Red Stone. It dictates how an honorable and wise person should act. The phrase is as such: "Father before Family, Family before Law, Law before Self". This is far from literal.

Father refers to whatever you answer to, be it your master, your god, your beliefs, or your actual father (or mother [never wife or husband, they are always family, despite how others might jest]). Your father is only your Father if you follow him before any other leader.

Family refers to anyone who depends on you. Be it allies, subjects, team mates, or your actual family.

Law is anyone other than Father, Family, or Self. So, Law is 'the good of the community at large'

Self is literally self. If you serve yourself at the expense of any of the above than you are straying from the path of nobility and wisdom. If your Father strays from the path in his commands to you then he is your Father no longer. (From now on, if its capitalized, I mean the metaphorical version as above).

While you are allowed to treat whatever you wish as Father, to belong to Red Stone you must treat a particular higher ranked member as Father above any other.

Mercenary work is accepted on the basis of whether the buyer is following the Hierarchy of Service. For instance, someone who wants their Father assassinated will always be turned down (and in certain cases, such as personal greed, the Father might be warned). However, if the Father was straying from the Hierarchy in a major way, this might be accepted, perhaps even at a discount. This explains why sometimes strangely petty missions are sometimes accepted by Red Stone. A request to have a rival family's stock stolen or destroyed might be accepted, provided that the reasoning behind the request was in line with the Hierarchy.

The 'Perfect your Mind, Body, Faith, and Soul' commandment basically means "Strive to be the best at what you do"

You may request to be retired from Red Stone missions and follow a different Father. However, your Red Stone Father and Family will always be yours, and your actions must always reflect that. Therefore, though you have retired from service, you must never act in a way that is detrimental to Red Stone, and your must obey the call should your Father request it.

The Real Mission of Red Stone

To be born into Red Stone you must be a dwarf, however, Red Stone eagerly accepts anyone who demonstrates skill and an eagerness to abide by the commandments. Since there is very little monetary reward involved and often a great deal of risk and personal sacrifice, Red Stone usually only attracts those who wish to better themselves, be a part of something greater, and adventure.

This suits the purposes of Red Stone, as the real mission of Red Stone is to spread both the Hierarchy of Service, and the pursuit of personal perfection.

Despite Red Stone's criminal nature, one of the major sources of recruits is young or prospective leaders. Noble Families often allow (or even require) youths who will inherit leadership to belong to Red Stone until it is time for them to take their place.

Despite the danger, the reasoning for this is obvious. In Red Stone, these 'princes' (as Red Stone operatives tend to call them) learn respect, leadership skills (very Machiavellian type), personal strength, and how the REAL world works outside of books and expensive mansions.

By spreading these tenants, Red Stone hopes to eventually make all societies better, through strong leaders who's Fathers are Red Stone and God/Belief and who's family is every one of their subjects.

Obviously, this goes a long way towards explaining why Red Stone is tolerated in many areas, and how Red Stone operatives so rarely go punished for their deeds.

In Closing

All of this may make out Red Stone to be somewhat benevolent, and while that may be true in a sense, do not forget that Red Stone can be, and often is, an extremely vicious, efficient, and remorseless criminal enterprise that does evil probably more often than good. However, despite this, Red Stone as an organization never acts with malice, is unaligned, and has more generally good members than generally evil.

Red Stone will rarely directly act against someone who is trying to cause Red Stone trouble, usually instead attempting to avoid conflict if possible. After all, this person/group is likely following their own Hierarchy of Service. However, if the person/group once or still does belong to Red Stone, the punishment will be severe.

Red Stone for DMs

Plot Hooks

If you read the above, most of these should be obvious, but here is a quick list of the most basic Red Stone plot hooks.

Whole party works for Red Stone, doing adventuring jobs, recon jobs, spying missions, establishing trade routes. Any classic D&D trope will fit right in, from slaying a dragon to rescuing a princess, to just exploring for the hell of it. Party relationship and skill synergy is also explained quite easily.
One member of the party is secretly a member of Red Stone, sent to join the party because of some particular event the party is going to take part in.
One or all of the party members could be young 'princes' doing the whole trial by fire in Red Stone, thing.
Some higher-up in Red Stone has been embezzling from Red Stone/ doing something else selfish and detrimental. Him and anyone in on it needs to die. This is an in-house job.
Party is forced to make a decision that will favor either Red Stone or some other entity. Either choice will cause quite a large amount of trouble. Party is forced to solve the problem and reconcile with the group that was slighted.
Any mercenary work Red Stone might receive might be the mission of the Party. See plot hook one - this could really be anything.

General Rules

Sure Red Stone does not pay for missions, but that does not mean the PC's shouldn't get rewarded. For each mission completed take 1 or 2 of the monetary treasure parcels the PCs should have received and do the following.

Increase the total value by 10%
Add this amount to a secret reserve that only you know the true amount of.
This is the parties 'Red Stone Credit'. They can request any item and that item will be delivered to any area that has a Red Stone presence within a week (or less or more, depending on whatever different factors).
Players should be able to request items in advance. For example, if the players are going to travel a long distance, they might request an item and have it be waiting for them at their inn when they arrive.
If you would like, players can have items delivered to a remote location at an increased cred cost and time (+30% item cost).
I suggest having most items be their listed value. This makes buying with cred cheaper than buying from merchants or enchanting. This balances out because cred is more limited and players don't know how much they have (or even that there is a monetary like system in place) so they should generally behave in a much more conservative manner when spending the money.
Feel free to allow (or encourage) players to use their Red Stone influence to get non-item things like vehicles and buildings, or even things like information.
If the players want something that they can not afford with their cred either turn them down or offer to pay a portion of the price.

Remember that many places where Red Stone business could potentially go down might have a Red Stone tab. This is a great RP way to hand wave trivial expenses for the party like food and drink and lodging. It is also a good way to encourage various choices of action subtly, or give out cheap or free mini-hooks, like mounts. Generally, if the cost is quite small, or the party is doing a mission for Red Stone, cred is not needed for basic mission needs (like the aforementioned food, lodging, and mounts - though depending on the mission this might extend to boats, wagons, or siege equipment. Who knows?)

Though this was designed for my specific campaign setting, I think it can be adapted to any setting relatively easily. I believe it works best in a points-of-light style setting because Red Stone can have very little presence and still be an important organization because of their information gathering and mercantile skills. In settings like Ebberon, Red Stone would fit right in nicely, however, it would be significantly less powerful, and feel a bit repetitive due to several Ebberonian groups already in place.

Despite the far reaching and relatively powerful nature of Red Stone, do not feel that it has to dominate a campaign setting. Most of the settings individuals know nothing of its existence, and even fewer know of its true motives and organization. Though Red Stone tries to stay aware of everything going on, they very rarely take direct action, even when it would be in their best interest. Red Stone can be villains or benefactor no matter the alignment or mission of the party, just remember that they don't try to be heroes or villains, so there is no innate reason for them to be starting or stopping any big trouble in the world. That being said, use them how you see fit.

NPCs

Coming soon!

Items and Rituals

Coming soon!



Thanks for reading, hope it inspired you a bit, PEACH!
 

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Sigurd

First Post
I like it but I think its way too big. It seems utopian that an organization would get so large without making more of its economic underpinnings. What about competition from other cults\organizations\guilds etc.... ? Regional variation will always favour local groups and give them a home turf advantage. This limits 'conglomerate' sized organizations unless they are very ruthless and very very well managed.

If it were a general "Dwarven View of 'crime & smuggling'" than I'd find it more realistic. It wouldn't require a centralized leadership to keep it together. Being that large it may seem to make it easier for story development but it actually becomes a crutch that denies variety. Sort of like looking for the 'thieves guild' in every town you visit - because there has to be one.

I'd prune it back to the area you're interested in right now and make it more believable by tying it down concretely into your region. You can always spread it later with copy cat organizations or new chapters or ..... If you make it like a secret national government\corporation you create a huge need for it to generate massive wealth just to continue existance.
 

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