Tell Me
About:
Sects Index
What's a Sect?
In Brief
Sectual Humour

Anarchs
Archonites
Children
of the Vine
Communals
Converts
Dispossessed
Eaters
Expansionists
Guardians
Guild
of Shadows
Illuminated
Incantifiers
The Legislate
Mathematicians
Merkhants
Opposers
Planes-Militant
Planarists
Plane
Tenders
Primals
Prolongers
Ragers
Revivalists
Ring-Givers
Society
of Pain
Symmetrists
Verdant
Guild
Vile
Hunt
Xaoticians

Tell me
about
the
Factions
Consult
the
Mimir

|
|

The
Verdant Guild
Copyright 1998 by
Galzion
NB: See the
Player's Guide to Conflict, p.9 in the
Planes of Conflict box for an introduction to the
Verdant Guild.

Back to Nature...
"It
has been said that the elemental planes provide the basic
blocks from which the multiverse is built. That's true up
to a point. But those building blocks are merely that.
They could provide, and do provide, the substances around
us; the air, the stones and so on. But they cannot
provide life. And ultimately that's the most important
feature of the multiverse. Not that it exists, because
its existence would be meaningless without living
creatures in it to appreciate it. So life is the single
most important feature of the multiverse. And life is
natural; built by, provided for, and sustained by,
nature. And before someone says it, yes I am aware that
there are unnatural creatures in the multiverse.
Creatures such as golems (if such can be said to possess
life), the undead, or magical combinations (such as the
manticore almost certainly was originally). But nature is
still at the centre of these beings too. The manticore
and the golem, if you wish to include it, may not have
been natural in their creation. But their creator was
natural, so they are still beings that would not exist
without nature. And as for the undead, well obviously
before you can become undead you must have once been
alive.
There
is no single creature in the multiverse today that does
not owe its existence, at some stage, to the power of
nature. People can debate the virtues of law or chaos,
the merits of good or evil, but the most powerful force
in the multiverse is, always has been, and will always
remain, the force of nature.
And
this is why we must act to protect nature from the
ravages that we would, in our foolishness, impose upon
her. Think of the bread you eat each day. Where would
that come from, if there was no arable land left to grow
it on? And those of you who say that you would eat meat
instead, where is that coming from? Because there will be
no grazing land left for herd animals to eat, so there
will be no herd animals left for us to eat. Nature may be
the most powerful force in the multiverse, but in life
she has created a force that she cannot protect herself
against. How can she, against her own children? So we
must do it for her. And that is where the Verdant Guild
belongs."
-- Excerpt from a
speech
given by an unknown Wylder at the Civic
Festhall
Sect
History
The
Verdant Guild was formed, over 9 centuries ago, by a
ranger named Angeliika Silvermane. As such it is one of
the oldest surviving sect, although a couple of sects
still around today are related to sects that predate the
Wylders. These sects have changed their purpose and
philosophy somewhat, however, whereas the Verdant Guild
still stand for exactly the same thing it did when
Silvermane first gathered together a group of a dozen
like-minded people.
In
that time, the sect has grown, and become very
influential on its home plane of the Beastlands. In fact,
although membership of sects is often difficult to
calculate exactly, the Verdant Guild is probably the
largest sect currently around. As such, it commands the
most power, and is treated with the most respect by the
factions of Sigil.
Recently,
however, the sect has been heavily challenged. The
creation of the Vile Hunt has given the Wylders a direct
enemy for the first time, and they have not responded
well under the pressure. Of late the Vile Hunt have been
involved in a plot by some worshippers of a prime God
called Malar to free the power from his prison on Carceri
(for more details on the nature of the plot, see
"Something Wild"). In addition, they were
attempting to subvert the nature of the Beastlands
themselves; to make them more evil. Fortunately the
danger was averted, but the narrowness of the escape was
clear to all the Wylders.
Although
it emerged that the Vile Hunt had been little more than
pawns in the plot, the attitude of the then leader,
Aaronatok, towards the Vile Hunt came under renewed
scrutiny. A challenge to his leadership was made by a
ranger called Karleona, which was successful. Aaronatok
was unwilling to accept his defeat, however, and a power
struggle has developed within the sect. For more details
on this, see the Current Chant.
Karleona
(Human, planer, female,
ranger)
Level: 9
Alignment: Neutral Good
Strength: 17, Dexterity: 15
Constitution: 17, Wisdom: 16
Intelligence: 13, Charisma: 17
HP: 83
AC: 0
Special: Ranger abilities, Speak with Animals once
per day (wolves)
Magical Items: Bracers of Defence AC3, Ring of
protection +2, Long sword +4 (forged in the
Outlands), Short sword of quickness +2 (forged in
Sigil), Ring of the Ram
Karleona
was victorious in a bitter power struggle in the Wylders
just over nine months ago. She has spent much of that
time consolidating her position, but has been undermined
in this by Aaronatok. She bases herself in Faunel, and is
almost always accompanied by a group of her hard-core
supporters, numbering from five to twenty, wherever she
goes. When she is in the Beastlands (which she makes a
point of visiting at least once a month), she begins to
develop the characteristics of a wolf. Her mask also
resembles a wolf.
Karleona
is a charming woman, roughly 35 years in age. She managed
to win the election, in the end, because she was simply
more charismatic than Aaronatok. She favours a more
direct approach to the Vile Hunt, and challenged
Aaronatok's leadership because of this view. her attitude
towards the Vile hunt is simple. Members of this
despicable sect must be tracked down, and killed. From
Faunel, she gathers as much information about the Vile
Hunt as possible. When she hears of a suspected member,
she tracks them down (or more accurately, she sends one
of her followers, or possible hires someone), determines
if they are truly a Vile Hunt member, and if they are,
has them killed. As a result, the Harmonium have a reward
on her head should she ever set foot in Sigil, though it
is hard to see why she would. When they have found a Vile
Hunt member, Karleona orders their death (though any
information that can be got from them beforehand will
come in useful). Mercenaries are occasionally hired to do
this, though the Wylders are not a rich sect. It is
expected that all belongings of the Vile hunter will
become the property of the Wylders, though where
mercenaries have been hired there may be individual
arrangements with them.
Aaronatok
(Human, prime (Athas),
male, priest)
Level: 11
Alignment: Lawful Neutral
Strength: 12, Constitution: 13
Dexterity: 14, Wisdom: 17
Intelligence: 14, Charisma: 16
HP: 46, AC: 2
PSP: 52
Special: Spells: Major access to Earth, Minor access to
Cosmos, Turn Undead, Ignore presence of Earth,
Gate material from plane of Earth, Conjure
Earth elementals
Wild Talent : Dimensional Door
Magical Items: Studded Leather armour +3, Ring
of Protection +2, Mace of Disruption +2,
Staff of Striking, Amulet of Proof against
Detection and Location, Ring of Infravision,
Speak with animals once per day (lions)
Aaronatok
lost the power struggle within the Verdant Guild, and was
forced to relinquish leadership of the guild to Karleona
after having held it for over a decade. He took this
badly, and still feels that his view of how to combat the
Vile Hunt is correct. As such, he refuses to acknowledge
Karleona's leadership. Aaronatok took his followers into
the Beastlands themselves, and is not known to have left
them since. As such, the primal changes the plane makes
on people have had plenty of time to work on him;
Aaronatok resembles an owl. Some people who have met him
recently have found his appearance cause for amusement -
a human with feathers like an owl who wears a lion's
mask. Doing so is unwise, however, as Aaronatok is no
longer particularly well balanced.
Aaronatok
comes from an obscure prime material world called Athas.
Quite how he wound up on the planes is unknown (and he
seems unwilling to divulge the information), but all
reports indicate that Athas is a barren world, and
Aaronatok was amazed and awed by the majesty of nature
that is the Beastlands.
However,
although his passion for nature was clear to all (which
had made him a popular leader of the guild), his handling
of the Vile Hunt crisis was poor. Aaronatok remains
convinced that the only way the defeat the Hunt is to
protect the Beastlands themselves against attack.
Consequently, he leads his followers over the plane,
waiting for reports of the Hunt to arrive in order that
they might track the Hunt down from where they have
struck. For more information, see the Current
Chant.
Sect
Headquarters
The
headquarters of the Verdant Guild always used to be a
large, impressive building located near to the gate to
the Beastlands in Faunel. Although it has no official
name, most sect members refer to it as 'Home' (not to be
confused with 'home' - where they live). It is here than
Karleona currently calls kip, and from here that she runs
the Guild. However, Aaronatok's actions have meant that
many Wylders no longer acknowledge Home as their
headquarters. Those that follow Aaronatok would refer to
his travelling camp on the Beastlands, known to most
people as Sanctuary, as their headquarters. Consequently,
the location of the headquarters of the sect depends on
who you acknowledge as its leader.
Role-playing
the Wylders
Generally
speaking, members of the Verdant Guild are more
interested in nature in general than in humanoids in
particular. However, how they approach that belief can
differ remarkably from member to member, and consequently
their attitude will differ as much. Some sect members are
strongly of the belief that the animals live better lives
than humanoids do, as they are not dominated by issues
about 'good' and 'evil'. Others see themselves as the
protectors of animals (and to a lesser extent nature as a
whole - the Guild are more concerned with animals than
with plant life, which is a generalisation that could
also be said about the Beastlands), and will defend the
life on any animal with their own. Others try simply to
keep a balance between the actions of mortal beings, and
nature's wishes. How an individual member of the Guild
should be played therefore depends on how they would view
the importance of nature, and their role within it. As an
example, some members would stop all hunting of animals.
Others believe that it is natural, so long as the hunting
is within certain limitations (often along the lines of;
it is acceptable to kill one stag for food when you are
hungry, as that is a natural act that other predators
would do. It is not acceptable to kill a dozen stags for
sport, as there is nothing natural about that). Despite
differences of opinion, sect members have, in the past,
got on with one another.
This
is, unfortunately, no longer the case. Once sect members,
on meeting, would greet each other, and possibly ask
where they came from, how they were doing, when they were
last on the Beastlands, etc. Now, the first question a
Wylder asks on meeting another Wylder is "Karleona or
Aaronatok?".
Membership
of the Wylders
Applying
for membership of the Verdant Guild is actually pretty
easy. All you have to do is to tell a current member that
you are interested in joining the sect. Being accepted is
slightly tougher. Firstly you must be nominated for
membership by an existing member. As there are no
punishments for members who nominate failed candidates,
all this entails is convincing a member that you feel
strongly enough about the sect's philosophy to be worth
trying. The next stage is that you must spend three days
and nights on the Beastlands, alone. Where in the
Beastlands you do this is entirely optional. An
experienced Wylder will normally be close by to observe
the actions of the potential member, but they will rarely
act in any way. On successful completion of this, you are
a initiate in the sect. The last task is the assembly of
your mask. The exact process by which this occurs is
still a sect secret (and probably differs from member to
member), but generally takes at least one month, often
longer. Once the mask is completed, the candidate is a
full member of the Guild.
It
is also worthwhile mentioning the Guild's system for
leadership challenges. All the candidates declare
themselves, and why they should be the leader of the sect
(there is no specific title attached to this post). 20
members are then chosen at random (their names are quite
literally pulled from a hat), and questioned as to who
they would prefer to be the leader.
Traditionally,
the members selected thus should come to Home if
possible. The person who keeps the tally is a neutral,
often paid for the task. Such people are generally
members of the Signers or Guvners, though the only
qualification is that all the leadership candidates must
be satisfied with the choice. If someone gains two-thirds
of the votes, then they are declared the winner. If there
is no clear winner, then 100 members will be consulted,
through exactly the same process. If no winner is found
here, 500 members will be asked their opinion, and is
necessary, after this the entire sect will vote. If it
comes to this stage, then the candidate who achieves the
most votes is the leader, there is no longer a need to
get two-thirds. It is rare that things go this far, but
in the recent leadership challenge, Karleona beat
Aaronatok only when all the members were consulted, and
even then she only achieved 53% of the vote.
Allies
and Enemies
The
most obvious enemies of the Verdant Guild are clearly the
Vile Hunt. The two sects believe a philosophy so
diametrically opposite that it seems likely that their
enmity will continue until one sect has been destroyed.
The conflict between them continues to escalate. However,
there are other groups that the Wylders find that they
cannot agree with. Although they dislike those groups,
however, open conflict is unlikely. Those groups include
the Dustmen, the Doomguard (both of whom glorify the
death and decay that is so repulsive to a sect that loves
the beauty of nature and life), and also the Fated, whom
the Wylders find to be too wrapped up in their own world
to appreciate the world around them.
That
said, the Wylders have a number of powerful allies. The
Signers are at their most prominent on the Beastlands,
and the Verdant Guild are close friends with this
faction. Their other main ally in Sigil is the Society of
Sensation. The Sensates, as far the Wylders are
concerned, at least have enough sense to enjoy life.
Conversely, the Sensates take the attitude that nature
has an almost uncountable array of differing forms and
therefore experiences. Many Sensates will visit the
Beastlands at least once, because becoming closer to your
'wild' side is regarded by most of the faction as an
experience that should be felt.
Although
not as close an ally as the Sign of One or the Sensates,
the Verdant Guild maintains good relations with the
Ciphers. Many Ciphers just want to 'be', something that
the nature-loving Wylders can relate to. Besides, nature
rarely philosophises too deeply on its actions; it just
acts. The Ciphers admire this trait in nature, and most
animals.
Advantages
and Disadvantages
The
biggest advantage that the Guild offers surrounds the
mask that its members wear. Through means not yet
explained by those who have attempted to reveal the
secret (most of whom have been Guvner researchers),
completion of the mask grants its owner the ability to
speak with the type of animal the mask depicts once a
day, as per the spell. As the masks are almost certainly
made in a variety of ways, this ability must be conferred
on the mask when the owner is inducted fully into the
Guild. This power can only be used by the person who made
the mask (i.e. another person cannot speak with animals
using a mask, even with the owner's permission), and can
only be used when the mask is being worn.
In
addition to this, the time spent on the Beastlands, and
in other wild areas, means that sect members either have
to develop the ability to know where they are, or spend a
great deal of their time hopelessly lost. In effect, all
members of the Verdant Guild gain the direction sense
non-weapon proficiency as a bonus.
However,
the intimacy with which Wylders live with nature, and the
amount a time they tend to spend in wild areas, has its
drawbacks. Although they are comfortable in isolated
dwellings, anything larger than a small village will
unnerve a Wylder. They suffer a -4 penalty on all
reaction rolls, due to the unease that they cannot
conceal from those who observe them. Optionally, in very
large places (and Sigil certainly counts as this),
Wylders may find that the lack of space causes them great
mental distress. Such Wylders would panic easily, and
could behave quite irrationally, and may decide at any
time that they have to return to the calming influence of
wide open spaces at once.
This
means that Wylders spend as little time in towns and
cities as they can, which in turn means that they never
have the opportunity to learn those skills that can be
taught in such places. Any "civilised" non-weapon
proficiency (e.g. blacksmithing, etiquette, engineering)
is forbidden to members of the Verdant Guild. Those
proficiencies that are applicable to, and could be learnt
in, more natural surroundings (e.g. weather sense,
swimming, survival) can still be learnt as
normal.
The
Current Chant
All
of the stories currently circulating about the Verdant
Guild concern its internal divisions. Although the change
of leadership was known to most people (at least, to most
of those who pay attention to events) within a few days
of it occurring, just how badly Aaronatok took his defeat
was not. The Guild played down Aaronatok's actions as
much as they could. However, three months ago the
inevitable happened, and it became open knowledge that
Aaronatok was refusing to acknowledge Karleona's
leadership, and had formed a splinter group based on the
Beastlands. More recently, it has become clear that this
splinter group is very nearly in large in number as those
who follow Karleona.
The
sect is clearly split almost exactly in two; behind
either Karleona or Aaronatok. Which one a Wylder follows
depends upon their view on how to act against the Vile
Hunt. Those who favour an open war with the Hunt support
Karleona; those who believe that they must protect the
Beastlands against the Hunt as a priority support
Aaronatok. Neither leader is willing to speak to the
other, and it appears that the chances of a
reconciliation are fading, despite the efforts of both
the Signers and the Sensates to foster just such an
event.
As
mentioned, Karleona is based in Faunel, at Home.
Aaronatok dwells on the Beastlands, roaming the plane
with those who follow him. They tend to travel to an
area, set up a temporary encampment for a few days (at
most a week), then move on again, occasionally travelling
for more then a fortnight before next camping. This
roaming army (for in practice that is what it is, waiting
until the Vile Hunt appear so that it can go to war with
them) is probably the closest thing that the Beastlands
has ever seen to a permanent settlement, and has acquired
the nickname Sanctuary.
Impartial
observers believe that matters are rapidly coming to a
head within the Verdant Guild. The deep split between the
two leaders of the sect is widening, and many people have
predicted that it is only a matter of time before the
Guild, currently the largest and oldest sect, tears
itself in two. The biggest crisis in the sect's history
is almost upon them, and many believe that the sect
cannot survive it, at least not in its present form.
Already some refer to the Defenders of the Wild
(Aaronatok's faction) and the Crusaders of Nature
(Karleona's faction). Those that do so clearly believe
that the Wylders will shortly fragment into two
completely separate sects.

The Dark
Virtually
all the stories circulating about the troubles within the
Wylders are true (the only ones that contain no truth are
the ones that state that followers of the two leaders are
openly fighting; matters have not degenerated that far.
Yet). There is little effort being made within the
faction to keep it together, as most of those with
influence in one or the other faction are unwilling to
talk with their rivals. Both the Signers and the Sensates
are desperately trying to persuade the two sides to meet
and discuss their differences, and to find a mutually
agreeable settlement. They are also sending messengers
between the two sides, and hiring couriers to carry
messages across the Beastlands.
Meanwhile,
Karleona has been uncovering more and more of the Vile
Hunt. Her actions have actually hurt the Hunt (which is a
young sect, and fairly small in numbers) quite badly, and
they have begun countermeasures. These come in three main
types; promoting the split in the Wylders (which includes
sabotaging the Signer / Sensate peace talks); hiding its
most powerful members where Karleona can't find them
(many have relocated to the Lower Planes, or gate-towns
to the Lower Planes, although Karleona has sent a few
groups of mercenaries after Hunt members in these places)
and putting spies into the Wylders. This last tactic is
beginning to pay dividends. Sanctuary contains two Hunt
spies, and they have recently managed to place a spy in
Home. These agents not only can report back on the plans
of the two Wylder groups, but can also encourage the
disintegration of the sect.


|