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Post by Traskus on Jan 11, 2019 19:02:02 GMT -6
This thread is for fluff ideas you may have that you think aren't expansive enough for a full thread. Short narratives, character profiles, organization profiles, legends, etc.
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Post by Traskus on Jan 11, 2019 19:02:21 GMT -6
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Post by Traskus on Jan 11, 2019 19:02:53 GMT -6
Courtesy of Weredrago2
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Post by Traskus on Jan 11, 2019 19:03:39 GMT -6
Courtesy of Weredrago2
Originally by Neveron
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Post by Traskus on Jan 11, 2019 19:09:56 GMT -6
Originally by Cruxador
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Post by Traskus on Jan 11, 2019 19:18:27 GMT -6
Courtesy of Weredrago2
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Post by Traskus on Jan 11, 2019 19:22:57 GMT -6
Originally by Kwak
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Post by Traskus on Jan 11, 2019 19:27:49 GMT -6
Originally by PolitevikingOriginally by Kwak
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Post by Amanojyaku on Jan 11, 2019 20:24:20 GMT -6
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Post by Amanojyaku on Jun 2, 2019 19:33:12 GMT -6
The Azorius SenateThe Azorius Senate is the ruling council of Arcadia, an august body that appears to be the template for every bureaucracy that exists across the Wheel, made up of representatives from every race that claims a home in the "perfect" crystal sphere. The Azorius hold sway in every sphere that values law and order above personal liberties, almost as if mortal minds subconsciously look to Arcadia as an example of How It Should Be. Bases of OperationsThe crystal spires of Prahv make up the most notable city on Buxenus, a massive citadel where the Senate convenes like clockwork, ostensibly to make the decisions that keep Arcadia running smoothly. In practice, a lot of work is done to make sure that nothing is actually accomplished, which is just how the Senate likes it. The first vestiges of the Azorius to show up in Sigil meet in the much more subdued New Prahv in the Upper Ward. Here, those who wish to take some of the stress of decision-making off the Council's shoulders meet with the parun, to learn of the proper and intricate workings of the law in Sigil. AlignmentsLaw, civilization, and politics form the backbone of Azorius beliefs, with scheming ambition receiving honorable mention. The chief deity revered by the Senate is their parun, and through her, Cuthbert's Law. After that is observed the dissolution of chaos and wilderness by the hand of Sigmar, and the supremacy of nonviolent solutions beneath Bahamut's benevolent radiance. Even among so-called "equals," however, there is desire for personal advancement, and so Tzeentch finds his place among their idols. Internal CliquesHigh Arbiters: Convoluted as their bylaws may be, the Azorius still centralize their leadership. The twelve High Arbiters are the highest power in the Senate, short of Hesperia herself, and are led by the Grand Arbiter in her absence. When the lawmages making up the Senate cannot come to a reasonable decision, the High Arbiters decide the course of action. Cases brought before the courts are presided over by one of the High Arbiters, and thus may only be appealed to the parun... if she deigns to hear it. Lawmage Council: The Azorius respect no magic greater than Law itself, and while the High Arbiters have the final word, most cases don't make it past these greybeards, who learn the laws inside and out and literally bind those who would defy it in red tape. Lawmages displaying the Azorius symbol openly are given power to make arrests no matter their current location, due to their instinctive knowledge of the local law. Soulsworn Hussars: The Azorius do not recognize the autonomy of space marines, and so their armed militia is not designated as such despite their similar organization and training. Azorius hussars wear very distinctive gold and silver armor, with winged helms and jump packs. They are trained to capture just as easily as kill, and even death will not prevent their souls from serving the Senate. Prominent MembersThe current Grand Arbiter of the Azorius has taken the name Augustin VI, a blind, legless man who almost never leaves his courtroom in Prahv. An accomplished lawmage, he is known to be truly impartial in all cases brought before him, and has been requested to rule on debates from many crystal spheres across the Wheel. Naturally, "impartial" does not necessarily mean "fair;" as he is wont to say, a plea of innocence in his court is guilty of wasting his time. Aun'La Areh came to Buxenos to learn the workings of Azorius law, and how it could be put to use for the Greater Good. She's rather distressed to find that after twelve years of studying Hesperia's laws in Prahv, she's still considered only an "apprentice" lawmage. With the stress Areh's under as an apprentice, the composure expected of her as an Ethereal is only a thin veil at this point, easily torn aside to send her into a drinking binge. Parun: Supreme Arbiter HesperiaHesperia is an ancient Sphinx, one who has spent many a century learning and meditating on the laws of the Wheel passed on by Cuthbert. By passing on her knowledge to those who came seeking it, the Azorius Senate was formed, springing up around her paws like rot around Nurgle's feet. She shows little interest in those who come before her not seeking the enlightenment of Order, but as she knows every law and bylaw in the Wheel, she is still sought out by those seeking to resolve questions of legality as the highest authority of Law in the Materium. Hesperia personally believes that it is both the right and the responsibility of the enlightened to govern those who don't know better. The Azorius Senate that she has so uplifted thus has the purpose of spreading across the Wheel, to be the ultimate form of civilized justice that will unite all of existence in peace, and then maybe these addlecoves will stop asking her such goddamn stupid questions.
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Post by Amanojyaku on Jun 2, 2019 19:34:46 GMT -6
The Boros LegionAssumed by some to be an estranged cousin of the Hardheads and the Sodkillers, the Boros Legion is actually a militant arm of the Blessed Pantheon's worship, with the stated goal of spreading law and order across the Great Wheel. One of few major organizations in the Wheel to be openly led by a daemon (as opposed to the ascended Daemonhosts known as daemon princes), the Legion seeks peace by making war, led in battle by incarnate seraphs and leaving their reincarnated servants behind to keep the peace as they move on. Bases of OperationsThe Boros operate in Sigil from a fortress known as Sunhome, built rather deliberately close by the Armory for ease of recruiting Doomguard "volunteers" when necessary. Being rather less harsh than the Lady's own enforcers or, say, the Mercykillers, the Wojek presence in Sigil is tacitly encouraged by her citizens, even if some berks can't quite grasp the idea that "less harsh" doesn't necessarily mean a 'jek won't beat the living tar out of you if you give him a hard time. Outside of Sigil, the Legion's center of operations is Razia's flagship, a moon-sized spelljammer called Parhelion. The great spelljammer is mostly empty space, capable of carrying entire battle fleets within its hangars with plenty of room left aside for living space and training areas. AlignmentsThe Legion tends to answer to the Blessed Pantheon as a whole more often than not. The more common powers seen individually among Legionnaires are Cuthbert, Bahamut, Pelor, and Sigmar. Internal CliquesAngelic Hosts: The main body of the Boros Legion is composed of a massive standing army, in turn primarily made up of daemons and daemon princes who claim the title of angel, and who lead the legions of paladins and priestly warmages in the crusades of justice that that Blessed Pantheon request. Much like Celestia itself, the Legion is ultimately led by a hebdomad, made up of Archangel Razia and the six daemon princes who act as her generals. League of Wojek: The Wojek League is primarily made up of humanoids (and the occasional penitent daemon) who act as impartial law enforcers in Razia's name. Most civilized crystal spheres have a Wojek section to their name, and those that don't are typically provided one if and when they become the target of a Legion crusade. Unlike the rest of the Legion, Wojek officers prefer to pursue nonviolent solutions when possible. Haazda Auxiliaries: "Haazda" is an unintentional butchering of an ancient Celestial word with meaning similar to "deputy" or - more likely - "penitent." In the event that a Wojek section or the hosts themselves lack manpower, volunteers are drafted from the civilian population (or in the hosts' case, prisoners) to help make up the deficit. Regardless of origin, Haazda are given certain benefits in return for their service, which includes an expectation that they will assist whichever arm of the Legion they have been signed to... generally an easy job for a deputized Wojek, but prisoners signed to the hosts can expect to be used as cannon fodder, dependent on their own attitude and their commanders' whims. Prominent MembersWarmaster Aurelia is an Aasimar Daemonhost infamous for a temper as fiery as her hair, exalted personally by Razia herself to represent the Archangel's interests in Sigil. It's not exactly hard to guess why she prefers to use her old title despite ostensibly being a peacekeeper now, and it certainly not dark that she's not exactly on the best terms with her neighbors in the Armory. Under her watch, however, the Wojeks in Sigil are quite possibly the best-equipped soldiers in the city, even more so than the actual defense forces; she and Factol Pentar have a sort of mutually beneficial agreement, in that the 'jeks can call on outfits and conscripts from the Armory, and the near-constant strife between them keeps both groups razor-sharp and ready for just about anything. Galdar signed on to Razia's host as a Haazda for a very simple reason: The Minotaur had a debt of honor to repay. When one of the Archangel's generals ordered a bionic replacement for Galdar's missing arm - all that stopped them from immediately pressing the prisoner into service - Galdar's choice had been made. He gladly offered his recovered sword arm to Razia's cause, bringing with him a wealth of information on Tiamat's cult. Parun: Archangel RaziaArchangel Razia is a veteran of the Blood War, an incarnate greater daemon of the Blessed Pantheon who takes the form of a beautiful human woman with six great, fiery wings. She founded the Legion eons ago, abandoning the Blood War with Bahamut's blessing in pursuit of the lofty goal of bringing total peace to the Wheel. The original Legionnaires were the soldiers and daemons under her direct command, her Boros Hebdomad assembled from her lieutenants. Razia wages what may well be an eternal crusade to spread law-abiding pacifism across the Wheel. She rarely concerns herself with the affairs of mortals, save for the necessary respect of parlaying personally with the leaders she intends to bring under her banner.
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Post by Amanojyaku on Jun 2, 2019 19:36:39 GMT -6
The Cult of RakdosThere are people in the Wheel who desire nothing more than to do as they please, and who don't care about hurting others in the process. The Cult of Rakdos is made up almost entirely of this sort of people. From otherwise-sensitive folk who just want to beat the living tar out of anyone they don't like, to murderous hedonistic sociopaths and daemon-spawned hellion brutes, the Rakdos cult is manifold and varied. Base of OperationsThe religious and commercial center of the cult's activities is the grand dungeon in Sigil's Lower Ward known as Rix Maadi, a hellish place decorated lavishly with torn red and black tapestries, the festering leftovers from snuff films created by the cult, and fire. Oh, and rats. Carnivorous rats, skittering everywhere. AlignmentsThe best-known personalities of the Cult resonate best with precepts recognized as Slaaneshi, with a high focus on capricious whim and entertainment. Other common tenets seen among cultists include those of Malal, Luna, Vectron, and - very surprisingly - Sigmar. Internal CliquesLe Cirque des Horreurs: Claiming to be the oldest of the internal divisions within the Cult, the Circus is said to have been the original form of the Cult, the mortals who flocked to and entertained their daemonic master's whims. As its name implies, the Circus is a true horror show, making extensive use of zombified performers and summoned daemons in their program, and paradoxically thriving despite their tagline of "Die of fright or your money back!" Heaven's Devils: Heaven's Devils are, for want of a better description, a biker gang, related to the Cult primarily in their shared tendency to flout local laws in the name of fun or - in the Devils' case - moral outrage. The Devils tend to inspire fear and awe when they're about due to these violent tendencies, but at the same time clients and visitors alike are much more comfortable when it's mentioned that Heaven's Devils are handling private security for an event. The Daemon-Spawn: The truly insane Cultists believe themselves to be children of Rakdos himself, or else inheritors of some form of power from their patron. There is probably nothing substantial to these claims, but they seem to hold the most internal power nowadays, with their own leaders forming the inner circles at Rix Maadi. Prominent MembersIzolda is a sorceress specializing in blood magic, who handles those who come to call at Rix Maadi in place of her daemonic patron. She also assumes the mantle of leadership whenever Rakdos sleeps... which is often. She is known to be a functioning psychopath, or at least more so than the rest of the rabble that makes up the Cult. Zarra Vel'Zaumtor is a Dark Eldarin, renowned for her red eyes and fiery hair, and - among the Cult - for her completely unscarred face, which she supplements by painting herself with new patterns for every show. She is most often seen in her position as a barker for Sigil's branch of the Cirque des Horreurs, and has an almost preternatural ability to play off the suspicious goings-on at her shows. Parun: Rakdos the DefilerRakdos the Defiler, the Lord of Rats, and patron saint of raves and riots, is an almost Malalite daemon prince of Slaanesh, and the personality behind the Cult in his own name. He appears as an enormous, flaming daemon similar to a Bloodthirster with a caprine face, and has a similar fetish for blood and fire. Thankfully for Sigil, he very rarely leaves his palace in Rix Maadi, as when he does wake his Cult is there to serve as their master's entertainment. Rakdos cares for nothing more than his own entertainment, and is capricious beyond belief. One moment he can be sufficiently entertained by their capering, and the next his boredom can be assuaged only by killing them himself. His goals can be assumed to be similar, the creation of an orgy of blood and fire on a grand scale.
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Post by Amanojyaku on Jun 2, 2019 19:37:54 GMT -6
The Golgari SwarmThe Golgari offer the services of reclamation and recycling, as well as one vitally important to hive worlds across the Wheel: Rot farming. The Swarm recycles everything; garbage can become useful items once again, ruined buildings can be restored for habitation, even waste can become compost for raising edible fungus and insects. Even so, their penchant for necromancy earns them few friends among other associations, and while their contributions to food service are very much appreciated, it's rare to see Golgari envoys in polite company. Bases of OperationsThe labyrinthine ruins known as Korozda can be found in the crystal sphere of Catachan, a sweltering, humid death world overgrown with jungle flora and festering swamps beneath. The Golgari Swarm calls this place "home," where their undead lords were born into their first lives, and deep underneath is Svogthos, the so-called Tomb of Horrors in which their parun was interred as he neared the end of his sanity. Across the Wheel, recycling plants and reclamation services alike often bear the Swarm's mark, as do the crates of cheap, nutritious food delivered to soup kitchens and affordable groceries everywhere. It's... best not to think about where that food might have come from. AlignmentsDeath is not an end, but a new beginning. Nurgle most embodies this central tenet of the Swarm's beliefs, that death is not something to be mourned. Other powers are entreated only sparingly, primarily Acerath among Golgari shamans or Luna among their hunters. The Raven Queen, however, is deeply resented among the Swarm, as drawing her attention is certain to cost dear friends and relatives. Internal CliquesMatka Sisterhood: "Matka" is a word in several Human dialects as well as Elven, that means "mother." Among the Golgari, it also refers to the sisterhood of shamans who bear the most political clout in the Swarm. When the current Lord of the Swarm is no longer a living one, it is often the matka who meet with others, especially those who might not care for those who reek of undeath. The matka are also responsible for processing any corpses that come into the Swarm's possession, determining whether they are suitable to be raised and put to work, or good only for rendering and recycling. Devkarin Hunters: While the Elves who make up the majority of living Golgari all refer to themselves as Devkarin, the hunter caste generously includes anyone capable of picking up a weapon and moving with stealth. Hunters in the Swarm exist for the sole reason that not all of the walking dead are under the Swarm's control, and those that aren't are often a great danger to others, especially in cramped hive conditions. Hunters thus track down and destroy such undead creatures, returning with the flesh for their own. They are also, of course, tasked with hunting living creatures, either to fortify the rendering vats with fresh meat or simply because the high-ups are tired of grilled bugs. Shambling Laborers: Fully half of the Golgari Swarm at any time is made up of creatures that were once part of the other half. Matka priestesses raise corpses in good condition, using plant or fungal matter to reinforce or patch rotten parts, giving Golgari zombies a signature, half-plant appearance in their unlife. The risen undead are then put to work once more, tireless labor for the rot farms, the processing plants, and delivery services. Most do refuse to be raised with their minds intact, and those that don't are pressed into service as managers. Mindless undead workers are not repaired; they are simply used until their flesh rots off completely and the bones beneath are ground away. Prominent MembersFollowing his sister's bungled attempt at usurping the Swarm from its previous master - a rather daring venture involving an attempt to weaponize the insane parun - the Elf huntsman known as Jarad vod Savo now sits upon the fungal throne of Korozda... and he hates it. He's already died of boredom once, and now his undead body is simply too clumsy for even hunting deadwalkers to be an option anymore. He is, at least, the fairest Lord that the Golgari have had in ages; after his sister's few days of crazed warmongering ended in her death at the hands of some spider Vampire, and before that a thousand years under a group of hedonistic Ophidian sisters, and before that millennia under the god-lich's rule... void that, Jarad's the first good Lord the Golgari have had, ever. Rictus is the putrefied, zombified remains of a Tiefling ever so slowly rotting into a perfectly good suit of powered armor, who leads a small task force of the Death Guard that Jarad chartered decades ago, requesting their presence as added security against Catachan's wildlife in exchange for the right to cull his hunters for Marine candidates. Despite dying long ago in some cold dark place, Rictus is a rather jovial fellow, happily chatting away with the little kids who sneak out to his barracks to visit "Uncle Rictus" while their parents tend to Important Golgari Swarm Things. Which, admittedly, is only possible because he's already taught the local fauna to fear his vicious Manreaper. Vraska is a rare Ophidian matka, her scales mottled with the colors of rotting plant matter. In a surprising move, she's moved from Catachan to Sigil with the intent to establish a guildhall. So far, all she's managed to do is get a permanent bunk at the Gatehouse, where she accepts deliveries of several crates of Soylen Viridians and Captain Golgari's Bug Patties every week, to be handed out alongside the soup that the Bleakers normally serve. Parun: Svogthir, the God-LichLong ago, before the Eldarin had split ranks, a mighty Dullahan necromancer happened upon the crystal sphere of Catachan. Finding it to be a powerful locus of necromantic energy, he set up shop, growing yet more powerful, and soon attracting students, fellow wizards who became enamored of this powerful discovery. A cult of sorts sprung up around him. Eventually, though, even the Dullahan's long life must come to an end... but Svogthir would not die, and his body, so saturated with necromantic power, could not help but obey his will. Of the so-called "god-lich," only the head is still the original, a tiny, disproportionate skull comically perched atop a chimeric body cobbled together from Svogthir's past conquests, including most notably the torso of a Goliath, the arm of a dragon and legs that look as though they were taken from an ancient Dryad. Interred as he is in his tomb deep beneath Korozda, the ancient wizard is so thoroughly insane that he no longer gives any direction to his guild, only madly attacking any that dare trespass in his domain.
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Post by Amanojyaku on Jun 2, 2019 19:40:02 GMT -6
The Gruul WaaaaghIt has long been surmised that the greatest weapon of war is the Ork Waaaagh. The warbands of the Gruul are, together, the largest Waaaagh to grace the Wheel in living memory. They follow their hateful parun in a swath of destruction across the Wheel, fleeing their parun's voracious appetite all the while. Not since the War in Heaven has there been a Waaaagh such as this. There will not be again. Bases of OperationsDecentralized as they are, the Gruul have no real permanent bases so much as they have staging areas. The largest of the warbands, the Burning Tree, currently compete with an instance of their parun in a vicious blood sport on the death world of Skarrg, where they have remained for decades... certainly long enough to confuse the soldiers waiting for them to stake out a new target. AlignmentsIf the effect that their parun's presence has on a crystal sphere is any indication, the Gruul heavily favor worship of Khorne. The more lucid among them profess a desire to return the world to its natural state, indicating that Luna may also have some influence among them, and the common respect of strength above all else indicates the same of Tiamat. Internal CliquesBurning Tree Warband: The largest and most influential of the many warbands within the Waaaagh, the Burning Tree is made up of a vast number of Orks, Goliaths, Viashino, Elves, and Humans all tattooed with the distinctive crest that has come to be associated with the Gruul as a whole. The Burning Tree follows the hydra Ulasht across the Wheel, hunting down and destroying those who have earned its ire. Survivors of defense forces have reported that they are almost excessively thorough in their destruction, leaving not a single stone stacked upon another in their wake. Ghor Warband: Rather less violent than the other well-known warbands, the Ghor warband is made up mostly of Goblins. They simply appeared in Sigil one day and started to wreak havoc. While mostly illiterate savages who delight in causing chaos for its own sake, many of the brutish humanoids making up the Ghor warband are cunning enough to realize when they can benefit from forestalling it. These "lucky" berks are pressed into service - unfairly or otherwise - as bouncers and occasionally leg-breakers for richer and more "civilized" cutters. Scab Warbands: The Gruul have a distressing tendency to play with their food, so to speak... manhandle the toy until it breaks, and then leave it behind without killing it. Since Gruul attacks are very likely to include a visit from their parun in the bargain, these poor sods aren't likely to be in any fit state to be recovered afterward. Forever marked as pariahs, driven mad by the trauma and the Ulasht spores, the broken survivors of Gruul attacks become Gruul themselves, lying in wait to do their level best to prevent the cancer of civilization from taking hold. Prominent MembersBorborygmos is the gigantic Cyclops who leads the Burning Tree warband, and with it, the rest of the Waaaagh. It's easy to see why the Gruul would follow him. The Waaaagh respects strength; Borborygmos is easily twice as broad as most Goliaths, and his Darksteel eviscerator, Skullhammer, makes for a frightfully efficient krumping tool. Moreover, he doesn't often give commands that they wouldn't follow anyway; his only orders are "Crush them!" and "We eat!" Arcana is a child of Fenris and a savage Burning Tree warrior, but her ability to follow directions leaves a lot to be desired. She's managed to lead a splinter group of the major warband into some backwater called Virmire, that seems to be populated exclusively by disgusting metal mockeries and their organic lovers, and her impromptu warband has been waging war on them ever since. She's gotten quite good at beating Warforged to death with their own limbs. Aun Yom is a Kython who happened to be in the wrong place when the Gruul swung by, to wit right underneath the first of the meteorites they rode in on. As a result, he was lucky enough to be too injured to keep their interest... but now that they're gone, he's left to wander the rubble with only Ulasht and a dwindling group of Scab warband psychos for company. He adapted to the new atmosphere quickly enough, but couldn't make himself completely immune to the spores; now he can only hope to salvage enough intact parts to make a working spelljammer, before either the psychotics or the madness claims him. Parun: Ulasht, the Hate-SeedThe hellish hydra that the Gruul refer to as Ulasht is thought by some greybeards to be a mutation of the same genome that resulted in Orks, twisted by the Warp storms of Aurelia where it was first discovered. What makes this creature particularly interesting, is that only one of them ever grows upon worlds where the Burning Tree warband has made groundfall, and every instance seems to be a part of the same organism... a theory supported by the utter destruction of Aurelia during the Fall of the Eldarin, and with it the only crystal sphere that has supported upwards of several dozen Ulasht hydras. Ulasht has no apparent goals, save for the living directives of growth and procreation. Where it appears, however, the natives go mad with hatred, the Ulasht spores stirring up bloodlust and inciting even the sanest to frothing rage. While an Ulasht instance can be slain, much like Orks another will rise again so long as the crystal sphere is capable of supporting life. Nothing short of a complete and total annihilation of organic life will guarantee the destruction of an Ulasht's spores.
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Post by Amanojyaku on Jun 2, 2019 19:41:26 GMT -6
House Dimir"Eat your vegetables, or the Dimir will take you!" "Yeah, if that's a real likeness of the Lady, I'm a Factor at Duskmantle." House Dimir is, at its core, an utter fabrication, a fiction meant to communicate scorn and to scare rebellious children into line. They are said to have been founded by one of the first Vampires ever to stride across the Wheel, to deal in secrets and cross-trading among other not-quite-legal activities. If this is true, why have their leaders not been uncovered, and given the rope? How can an organization that supposedly sprawls across the Wheel be kept secret since the days of Khaine? The simple answer is that House Dimir does not exist. If someone approaches you claiming to be one of the Dimir, you are being lied to. There is no geas enforcing these words. We are not magically and contractually obligated to obscure this information. But, hypothetically, if House Dimir does exist, the following information is not accurate. Base of OperationsThe guildmaster of House Dimir can supposedly be found in Duskmantle, which is supposedly built in the center of Sigil. Naturally, asking for directions is a sure way to be laughed right out, as the guild that doesn't exist meets only in a manse that was never built in a location that can never be found. The signets allegedly carried by true servants of House Dimir are said to be gate keys keyed to its location, but as no such signet has ever been found, this is impossible to verify. Outside of Sigil, House Dimir does not operate in small, decentralized cells, which in turn do not rely on dead drops and synchronicity to pass on information. AlignmentsHouse Dimir is not a clandestine organization, and it is not built primarily on secrets and cross-trading. Thus, its members - assuming there are any - would not be nigh uniformly aligned to Acerath, and they certainly wouldn't pretend to fly the banners of other deities including Tiamat, Chaos Undivided, Sigmar, and the Raven Queen. Internal CliquesInsurrectionists: Ranging from disillusioned teenagers to real antisocial berks, these dumbasses tend to get crudely-made spider signets in the post and assume they're Dimir. House Dimir does not use these idiots as distractions for their own tasks. Informants: If the vast majority of alleged Dimir activity comes from the last group of barmies, most of the rest comes from people approached by someone in a dark alley bearing what is described as a sapphire set into a spider. These people are given a specific task, usually something as simple as delivering a package, or placing a letter in a drop box, and are paid for their aid without anyone being the wiser. There is no need to be concerned if you are approached this way! The Inner Circle: House Dimir does not exist. If it did exist, its high-ups would most certainly not be primarily inclined toward scheming creative ways to accomplish their goals by using catspaws and dupes. Not a single actual member of the Dimir would know the identity of more than one of the Inner Circle, and that individual would most assuredly not be the one that he directly reports to. For that matter, none of the Inner Circle would know which of them is the guildmaster, either. Prominent Members"Handsome" Jack Harper is known to be a functional sociopath, however funny and charming he might be to speak to, and that's how he went from lowly code monkey to CEO of one of the most successful megacorporations on the Wheel. He has a compulsive need to be in control at all times, and isn't above plying the cross-trade to keep it that way. He does, however, keep very strange hours, and an equally strange insistence on privacy... and exact words. To be fair, nobody believed him when he claimed he learned about that mother lode of Orichalcum in the borderworlds from Szadek himself... There are some who say that you should never trust the words of a serpent. They may be thinking of Sesha, the black-scaled Ophidian who staffs a black market in Sigil's Hive Ward. He's got anything and everything you can think of for sale, and if you can't find it in his shop, he can acquire it for you within a week. Just don't ask where it came from, or why it smells like blood... and don't question him when he says he'll cut the jink you owe him if you do him a favor. Nyx is a fairy who can be trusted to know anything. She can get into any place, find out any information, all for the fantastically low price of two stingers and what you're going to do when she tells you. Parun: Szadek, the Lord That Isn'tSzadek is not among the oldest Vampires on the Wheel, and does not have his fingers in every criminal enterprise in Sigil. He is allegedly an albino arachne male, though those claiming to have met "Szadek" in the flesh are notoriously dishonest or drunkards and thus not to be trusted. There is, however, a notable coincidence in that a "Baron Sengir" matching this description makes appearances in Sigil's politics, especially in Council meetings or other affairs that might have an impact upon criminal activities. This is, however, only a coincidence, as no albino arachne are registered as inhabitants of Sigil. This Szadek, if he exists, must therefore have goals as inscrutable as the movements of the stars themselves. Exactly what he might gain by not running a non-existent guild remains to be seen.
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