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A coalition of the rulers of the 7 great cities, led by the ruler of Kalzendil — the Princess City. The Order was founded in the aftermath of the Prime Quest, when the Sages who had fought together recognized that the peace they had bled for would not hold without structure. What began as pragmatic cooperation between city leaders has grown, over generations, into Aestilon's most enduring institution of power.
The Order presents itself as the protector of civilization — the coalition that stands between the great cities and the forces that would unmake them. That is true, as far as it goes. What the Order does not advertise is the vast apparatus of control, negotiation, and quiet leverage that keeps the coalition intact. Backroom deals with merchant powers, silent arrangements with shadow networks, careful management of every faction that might one day grow too large — these are the real work of the Order. The peace is kept. The methods are not discussed.
The Princess of Kalzendil has led the Order since its founding. Officially, each generation's ruler carries the title. Those who reach the inner circle learn the truth, and learn not to speak of it.
To ensure the safety and prosperity of the cities and other settlements of Aestilon by forming a strong coalition against the forces that threaten all, eliminate such threats by any means necessary whenever and wherever they arise, and be champions of the people.
Privately: to maintain the Order's position as the indispensable center of Aestilon's political balance — through cooperation where possible, leverage where necessary.
The Order is governed through a single rank structure shared across all three branches, with a Captain in each city answering ultimately to Kalzendil. The Sage of each city — the most powerful figure in that settlement — is formally separate from the Order's command structure, but in practice the two are inseparable.
There are 3 Branches within the Order. Members typically enter one branch and remain in it, though exceptional members may cross over at a Captain's discretion.
The Order operates within a three-way balance of power that mirrors the classic dynamic of nobility, people, and merchants. The city rulers and the Order's rank structure hold formal authority. But the Trader's Guild controls the economic arteries that keep the cities alive — and every major Order policy is shaped, quietly, by whether the merchants will permit it. Neither side acknowledges the other has a veto. Both know it is true.
The Order also maintains a careful watch on every other major faction in Aestilon:
| Rank | Perk | Renown Requirement |
|---|---|---|
| Private | Call Recruit (1) | 3 |
| Sergeant | Call Recruit (1d4) | 10 |
| Lieutenant | Call Recruit (2d4) | 25 |
| Captain | Call Recruit (3d4), Sage Access | 50 |
As a member of the order, you gain access to recruits to assist you. Once per week, you can request the assistance of a specific number of soldiers, as indicated by your rank, to perform tasks for you. These soldiers will be able to perform non-combat downtime tasks for you. Sergeant rank or higher can request their aid in battle for guild-approved missions. Lieutenant or Captain can request assistance on missions that were not pre-approved by the Order.
As a Captain, the Sage will be available to you at any time. They will listen to your requests and aid you where possible. The Sage is the most powerful person within the city.
Each branch provides additional perks at each rank reflecting their specialisation.
Bureaucrats: [TO DESIGN — perks should reflect legal access, administrative authority, institutional corruption angles]
Guardsmen: [TO DESIGN — perks should reflect community ties, local knowledge, rule-bending capacity]
Outriders: [TO DESIGN — perks should reflect wilderness capability, adventurer networks, independence]