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<blockquote data-quote="Wik" data-source="post: 6681639" data-attributes="member: 40177"><p>I have a bunch in my campaign, and yes, they're a lot of fun! </p><p></p><p>Knights of the Scale: When the demons were unleashed in my campaign, the dragons found that their eggs were being corrupted. So, most dragons put their eggs under the guardianship of a group of protectors. Even though the demonsplague is over, this practice continues (dragons are poor parents). These guys protect dragons, and educate them on honour and the like. And, if the dragons give in to evil nature, they hunt the blighters down. </p><p></p><p>The Imperial Foreign Service: Spies, diplomats, and couriers for her eminence, the Divine Caprinia I. Not liked in the Shattered Isles (where my campaign takes place), they're always followed by intrigues and politicking.</p><p></p><p>The Gray Wizards: Magic-item and spell smugglers who believe that "magic shouldn't pay taxes". They seek to trump any law regulating magical enterprises, and run the only real magic item economy in the setting. Their "night markets" that move from location to location are the best places to buy (and sell) magic items. </p><p></p><p>The Imperial War Academy: mages in the Empire must serve the army for at least ten years. After their time in the service, they often join this university, which, despite the name, isn't really dedicated to war. Instead, it studies magic and seeks to further its study. </p><p></p><p>The Green Legion: A group of druids, rangers, and awakened animals. They have some goals involving the feywild, and much of their goals centre around that (a long story). Basically, though, they're the druidic faction. </p><p></p><p>The Free Island League: Sheriffs, judges, inspectors, and guardians of the Shattered Isles, these guys also serve as navigators and sailors for the confederacy of the Free Islands in the Shattered Isles. </p><p></p><p>The Guilders: A group of loyal industrialists and guild artisans who protect the ancient ways of religion in the Shattered Isles (which tie industry with religion). They are staunch traditionalists, and represent strong economic interests.</p><p></p><p>The Unificationists: These guys believe that all the different Passions (Deities) should be worshipped in the same "house", and that the economic interests of each deity should be unattached and secular. They are spearheaded by the Tiefling Empire, which means a lot of Free Islanders distrust the movement. </p><p></p><p>The Hellhounds: A group of unified thieves' guilds that grew out of a freedom-fighting movement. While they are ultimately evil murderers and criminals, they have enough of a reputation in their history that they cash in on frequently for public support.</p></blockquote><p></p>
[QUOTE="Wik, post: 6681639, member: 40177"] I have a bunch in my campaign, and yes, they're a lot of fun! Knights of the Scale: When the demons were unleashed in my campaign, the dragons found that their eggs were being corrupted. So, most dragons put their eggs under the guardianship of a group of protectors. Even though the demonsplague is over, this practice continues (dragons are poor parents). These guys protect dragons, and educate them on honour and the like. And, if the dragons give in to evil nature, they hunt the blighters down. The Imperial Foreign Service: Spies, diplomats, and couriers for her eminence, the Divine Caprinia I. Not liked in the Shattered Isles (where my campaign takes place), they're always followed by intrigues and politicking. The Gray Wizards: Magic-item and spell smugglers who believe that "magic shouldn't pay taxes". They seek to trump any law regulating magical enterprises, and run the only real magic item economy in the setting. Their "night markets" that move from location to location are the best places to buy (and sell) magic items. The Imperial War Academy: mages in the Empire must serve the army for at least ten years. After their time in the service, they often join this university, which, despite the name, isn't really dedicated to war. Instead, it studies magic and seeks to further its study. The Green Legion: A group of druids, rangers, and awakened animals. They have some goals involving the feywild, and much of their goals centre around that (a long story). Basically, though, they're the druidic faction. The Free Island League: Sheriffs, judges, inspectors, and guardians of the Shattered Isles, these guys also serve as navigators and sailors for the confederacy of the Free Islands in the Shattered Isles. The Guilders: A group of loyal industrialists and guild artisans who protect the ancient ways of religion in the Shattered Isles (which tie industry with religion). They are staunch traditionalists, and represent strong economic interests. The Unificationists: These guys believe that all the different Passions (Deities) should be worshipped in the same "house", and that the economic interests of each deity should be unattached and secular. They are spearheaded by the Tiefling Empire, which means a lot of Free Islanders distrust the movement. The Hellhounds: A group of unified thieves' guilds that grew out of a freedom-fighting movement. While they are ultimately evil murderers and criminals, they have enough of a reputation in their history that they cash in on frequently for public support. [/QUOTE]
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