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ID: 1329

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January 13, 2007, 12:04 pm

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Order of the Oak

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This is the order of the Three Kingdoms, each kingdom volunteering men to serve in the Order. Each of the members must be an expert woodsman: able to survive in the Great Dark Oak Forest that borders all three Kingdoms.

This is the order of the Three Kingdoms, each kingdom volunteering men to serve in the Order. Each of the members must be an expert woodsman: able to survive in the Great Dark Oak Forest that borders all three Kingdoms.

The charter of the Order states that it shall protect the Great Dark Oak Forests from encroachment, stop all marching armies (any direction), and protect the people of the Three Kingdoms from Hellspawned creatures that come from the occasional Hellpit found there. To that end, the Order of the Oak patrols the Dark Oak Forest, the few Forest roads and paths, and the Forest borders. They train their members in the frightening and magical ways of Great Oak Forest, riding, combat with man and beast, and their mythical skill in running. They have created a network of way stations, cached camp sites, and warding stones, to aide them in this task.

There are currently a hundred and twenty dark green clad rangers protecting Humanity from the Forest and the Forest from Humanity.

The Symbol of the Order is three oak leaves in trifoli (every 120 degrees). Some members of the order will put a few silver/ gold/ red threads in one of the leaves, to show which country they are from.



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Comments ( 9 )
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Voted KendraHeart
November 4, 2005, 11:26
0xp
I like the group. This organization could have factions, some of the political, maybe a religious one as well. That would make it more interesting.

What about bonded animals? That is an idea that might work for this. It is a magical place that they are containing, why not use magic to do it?
MoonHunter
November 6, 2005, 1:46
0xp
I had not thought of that specifically for this organization. You could run this easily without it.

You could add it easily enough. Those who survive the training would have one last test, they would have to find their familiar in the forest. Find a game with bonding rules and you are all set.

As for the Magic, that could also be done. It would change the entire complexion of a campaign using this Order. Maybe a little touch of druid/ nature magic. I would think there might be some magic users in the Order already. Not everyone is a "Ranger"
MoonHunter
November 6, 2005, 1:47
0xp
How small can we go with this?
MoonHunter
December 12, 2005, 1:01
0xp
Brownin a random village related on the border of the Dark Oak Forest.
Voted Scrasamax
October 11, 2008, 13:28
0xp
Standard Green Ranger of the Oak, the only difference being that they are volunteers, and three kingdoms provide 40 men each. That's not much manpower, unless they are kinda like green berets or special forces.
Chaosmark
October 11, 2008, 16:17
0xp
Depending on exactly how large the forest is, 120 might be all that is needed. Remember, they have a near-mythic capability for running, which I'm assuming means they can patrol the forest much easier than a "normal" group.
Voted Kassy
July 22, 2014, 3:15
Only voted
Voted Cheka Man
July 22, 2014, 13:17
0xp
A nice useful submission.
Voted valadaar
February 25, 2016, 15:24
0xp
I guess the question is Why? Why would anyone sign up, and why would the kingdom's intentionally create such a barrier between their kingdoms? A self-administered peacekeeping force?

Without bringing into effect modern ethics 'Save the Trees' why would the kingdoms spend resources providing recruits - who could be useful soldiers, armies, etc? Why would they want an uncontrolled military force on their borders?

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       By: Monument

THE COVEN
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.

To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.

It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.

The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.

It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.

GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).

Encounter  ( Forest/ Jungle ) | July 14, 2005 | View | UpVote 2xp


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