- Mercenary Companies
- Psionic Organizations
- Underdark Organizations
- Minor Valorous Organizations
- Organizations of Waterdeep
- Organizations of the East
- Demon-led Organizations
- Cult of the Dragon
- Druids of the Tall Trees
- The Emerald Enclave
- Fellowship of the Purple Staff
- Fire Knives
- Guardian of the Weave
- Hand of Vengeance
- Marshals and Heralds in the Realms
- Knights of the Flying Hunt
- Knights of Imphras II
- Knights of the North
- The Lords' Alliance
- Order of the Grand Snakemaster
- People of the Black Blood
- Red Wizards of Thay
- The Seven Sisters
- The Soft Claws
- The Xanathar's Guild
- The Zhentarim
Fellowship of the Purple Staff
The Fellowship of the Purple Staff is an organization that intends to turn the wild land north of Turmish into a peaceful theocracy, with a strong influence on trade in the Inner Sea. It sees the relative wilds of the Gulthmere Forest and the coastal land east of Cedarspoke as a place wealthy with resources and suitable for colonization by an alliance of benign deities. Founded by priests of good and protective deities, the fellowship recruits like-minded individuals to drive out or slay evil creatures in order to make the land safe for civilized folk.
Formed in 1368 DR by far-thinking priests, the Fellowship is still a very young organization. Originally just a small group of clerics of Chauntea, Helm, and Sekine, they quickly attracted the interest of certain paladins of those faiths, who wished to defend a new country in the name of their deities. Like-minded priests of Lathander and Sune soon joined their ranks, and the Fellowship sent agents to explore the Gulthmere for good places to build farmsteads, roads, and outposts. For a short time the group met resistance from followers of Nobanion in the area, for the Nobanionites feared the careless slaughter of animals and mistaken aggression against the good beasts of the forest, but this fear was quickly allayed, and as of 1372 DR the followers of Lord Firemane allied with the Fellowship. By late 1372 DR they had established three small fortified hamlets in the northeastern part of the, forest and cut simple roads for trading with Amry and Telpir. Dwarf explorers and miners in the area trade with the farmers, providing raw metals and tools in exchange for food and other soft goods, and a number of dwarf paladins moved here to watch over their kin. In the past few months the Fellowship has recruited two veteran wizards (a diviner and a transmuter) to help build roads, waterways, and defensive structures in exchange for permission to build towers and engage in peaceful research undisturbed.
The Purple Staves
Now that it has ties to outlying communities (such as Amry and Telpir) and a support structure for its farmsteads, the Fellowship. is looking to explore other parts of the forest and find suitable places for towns so it can finalize its vision of what members call "the Holy Realm." They believe the founding of this country is the will of their deities, and they hire adventures to deal with problems such as hunting dangerous monsters in the remote parts of the forest or rooting out camps of the Pirates of the Fallen Stars (which threaten Amry and Telpir).
Ideally, the Holy Realm will be a large number of connected temple-farms separated by swaths of old-growth forest and replanted areas for timber harvesting, defended by champions of the faith and connected by infrastructure built by allied arcanists. The priests believe that in time they can exploit raw materials (mainly ore, timber, and pelts) and finished goods (armor, tools, wood items, and clothing), establishing the Holy Realm as a powerful trading partner with other lands on the Inner Sea.
The Purple Staves Foes
Many opposing religious groups want to see the Fellows fail. Bane, Malar, Shar, and Talos would especially like to see the Holy Realm fall, though none of those deities seems to be devoting significant effort to this purpose. The People of the Black Blood would love to turn the peaceful villagers into lycanthropes and drive them into a tribal lifestyle in the forest, and the church of Silvanus is watching carefully to see how much damage the Fellows do to nature in the name of civilization.
The Purple Staves' Allies
Obviously, the Purple Staves are very friendly with the churches of Chauntea, Helm,. Lathander, Nobanion, Selûne, and Sune. They are careful to maintain open diplomatic ties with Turmish, the cities on the Dragon Coast, Gormyr, and Sembia.
They are building a relationship with the Harpers, as both groups strive for balance between civilization and nature. Some of the Fellows are also members of the Field Guardians (a paladin order of Chauntea) or the Vigilant Eyes of the God (a paladin order of Helm), and can call on their fellow paladins in times of need.
Membership in the Purple Staves
The members of the Fellowship are welcoming to almost all people regardless of race as long as they prove they are hardworking and interested in preserving the vision of the Holy Realm. Most members of the Fellowship are human. The many half-elves in the organization reflect the proportion of that race among the adventurers of Faerûn as well as the many half-elves who worship Sune. Most of the elves joined because they want to participate in building a new elven homeland in Faerûn. Dwarves make up only a small part of the Fellowship, but like the elves they too are interested in a new land friendly to dwarves in attitude and opportunity.
The Fellowship uses its dues to pay bounties for dangerous monsters, hire adventurers to explore the forests and take care of troublesome problems, and subsidize the start-up costs of expensive professions in the temple-farms (such as anvils for blacksmiths, in exchange for agreeing to remain for at least two years). The senior members of the Fellowship are heavily invested in the success of their country-building venture, and most of the money they have at their disposal comes from private sources rather than dues. They hope that as their communities grow they can depend more on money from dues and taxes and wean the government off their personal fortunes.
Members of the Fellowship are called "Fellows" (regardless of gender) by those within and outside the organization. It is a common and accepted title among the people of the Holy Realm, and Fellows are usually addressed by the title and their first or family name, such as "Fellow Randal." The three temple-farms of the Holy Realm have a total population of about 900 people. The "common folk" of the Holy Realm know the Fellowship exists (most of them were recruited by Fellows) and look to the group for protection and spiritual guidance. The Fellows are respected in the Holy Realm, for the people know the Fellows keep them safe and work to bring others to the area who can improve and strengthen their new homeland. Many community leaders are Fellows, though being a Fellow is not a requirement for holding lay office. All Fellows have an equal vote in Fellowship decisions, and all topics for voting are announced to the Fellows at least a month in advance, barring an emergency. The senior Fellows have no more political power than the newer ones, though all respect their experience and opinion. People who join the Fellowship are provisional members, called Newfellows, for one year. During this time they can be dismissed from the Fellowship by a simple majority vote; however, new members are carefully screened before the offer to join is made, and the Fellowship has ousted only a handful of members since its founding.
Fellowship of the Purple Staff (Expansive Religious): AL LG, LN, NG, CG; 20,000 gp resource limit; Membership 190; Mixed (humans 148, half-elves 20, elves 13, dwarves 7, others 2); Dues 10 gp/month (no cost to join).
Authority Figures: Delthym of Chauntea (NG male human cleric 17 of Chauntea), Helm Bornson (LG male human paladin 9 of Helm), Jehastra Wintergaze (CG female wood elf ranger 10 of Selûne).
Important Characters: Breyarg Stonebreaker (LG male gold dwarf paladin 6 of Gorm Gulthyn in service to Helm), Kern Talindras (NG female half-moon elf cleric 5 of Sune), Rindon Wasatho (CG male human ranger 8 of Selûne).
Associated Classes: Cleric, paladin, druid, ranger, wizard.
Associated Skills: Diplomacy, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (nature), Knowledge (religion), Survival
Requirements: A character wanting to join the Fellowship must have Chauntea, Helm, Lathander, Nobanion, Selûne, or Sune as his or her patron deity: No evil creature can join the fellowship.
Additional duty requirements depend on the character class of the prospective member. A character must spend at least one continuous tenday a year performing these duties, and in times of need the Fellowship can call upon him for additional tasks. Newfellows are expected to work immediately upon acceptance into the organization, and the Fellows often assign them a second tenday of service some time later in that first year. Fellows are not paid anything other than room and board while doing this work. A Fellow can work alone or with others (including nonmembers) at his discretion, though for sensitive tasks (such as guarding a holy item) the Fellowship might insist than only members participate. If a Fellow can serve in more than one capacity, the Fellowship assigns tasks based on ability and the needs of the community.
Cleric - Use magic for healing the people and aiding in the administration of justice (zone of truth during a trial or lesser geas as part of sentencing, for example), counsel and lead the people in religious services.
Druid - Use magic to heal or aid the animals and crops, plant growth, for example), facilitate or accelerate public works (see wizard duties, below), educate the people about respecting and caring for nature, counsel and lead the people in religious services.
Paladin - Guard a person, place, or thing of importance to the Fellowship or the community (this service includes serving as a town guard or military officer).
Ranger - Patrol, scout, and guard for the community; educate the people about respecting and caring for nature.
Wizard - Use magic to facilitate or accelerate public works projects (continual flame to light town streets, levitate to help building construction, mending to repair items, illusory wall to give the appearance of stronger defenses, fabricate and wall of stone for roads, and so on). The Fellowship provides any expensive material components for these works (such as for continual flame). Wizards with this task are expected to work to the best of their ability; for example, a high-level wizard cannot fulfill her duties by simply casting one helpful 1st-level spell per day for a tenday; she must put forth a reasonable effort in accordance with her skill level (though the Fellowship does not expect her to leave herself vulnerable by using all her spells for building and none for defense).
Any spellcaster with an item creation feat - Create magic items as directed by the Fellowship within the time period (normally potions or other use-activated items). The Fellowship pays the gp costs for the items, though the caster must account for the XP cost herself.
Favored in Guild Benefit: If you have the Favored in Guild feat, you gain a special benefit for belonging to this guild depending on your class. If you have levels in wizard and are also a divine spellcaster, choose one of the two benefits described below.
Divine Spellcaster - Add handfire (1st), horrible taste (1st), lionheart (2nd), love bite (2nd), rosemantle (1st), and warning (2nd) to your spell list. (If you have levels in more than one divine spellcasting class, choose one class spell list to receive this benefit; all other classes are unaffected.)
Wizard - Each time you gain an even-numbered wizard level, you can add one of these spells to your spellbook: alarm, break enchantment, continual flame, Darsson's potion, dispel magic, dream, fabricate, fly, greater dispel magic, hardening, healing touch, hold monster, illusory wall, levitate, mirage arcana, move earth, overland flight, permanent image, stone shape, telekinesis, wall of iron, wall of stone, or water breathing. This extra spell is in addition to the two spells you learn upon gaining a new wizard level.