Professional Documents
Culture Documents
Result
Roll
The Figulari, they disguise their actions in public as the Potter's Guild. In truth they construct enchanted clay traps
1
that capture the souls of their political opponents. Their members are referred to as "Clayed Men".
Magitologists; a large well known cult in certain parts of the world. Started by psychic writer L Rob Hupyard, they
are a vastly rich organization rich enough not to be hunted down by the authorites in the cities they reside in.
2
They have many famous people among their ranks. Rumors are that they horribly torture and brainwash those
The Guild of Undertakers and Gravediggers has a secret: the town was built on the site where an evil, nameless
god was slain millenia ago and anyone buried there will arise as undead in three days. They have a ritual they
3
perform out of sight of the deceased's loved ones that prevents this, but a necromancer has infiltrated their ranks
and has figured out how to reverse it. Unless stopped, the whole area will be awash in undead.
Lizard people who secretly control large sections of the government. They are actually lizardfolk, with numerous
4
members dedicated to the creation of hats of disguise to further infiltrate.
Magic users pretending to be an anti-magic organization for two reasons: the ability to discreetly cape and stop
5 real anti-magic supporters, and so that they can use terrible arguments in politics to reduce resistance to magic-
A cult that worships inactive spheres, with prophecies saying that someday the spheres will activate, and Grant
6
them limitless power (spheres are inactive Mythallar, waiting for DAM plot point)
Pixies intent on researching and recovering permanency spells, intent on permanently shrinking the other races to
7 a more proper size (with a smaller subsection planning to grow, themselves, and subjugate both other pixies and
newly-Tiny races)
Ancient cult of half-dragons, dragon born, and kobolds, worshipping an ancient, True-Polymorphed wizard, who
8
will refuse to believe their dragon isn't real.
Necromancers whose only goal is to live in peace, using undead to do manual labor and creating a hidden City
where all live rich, happy lives. A necromancer controlling some farming zombies dies of old age, leaving some
9
zombies free from control, and those zombies attack a nearby, surprised village. Adventurers are brought in,
A hidden underground elf City, not drow, just wood elves who would prefer to be left alone. They mostly hunt but
10 they also sell beautiful bone and wood carvings in nearby towns. Their City was once a valley, but, using their
druid and ranger members, they had trees grow over the top. Now noon is as twilight, and twilight is as night.
A society of gnomes dedicated to gnome rights. They believe (correctly or incorrectly) gnome rights are being
trampled on and intend to right this wrong from the inside. Using trenchcoats and disguise kits, sets of three
11
gnomes disguise themselves as humans and try to gain political power to force all businesses and public places to
lower counters, tables, chairs, and shelves to a height appropriate for "all sentient and decent folk".
12 A secret cabal of merchants that rig the price of a particular raw material in the surrounding towns. When
competition arises, they have bandits attack the rival caravans while faking attacks on their own. If the PCs get
Die
Result
Roll
too close to the truth they'll be hired as caravan guards during their investigation, only to be attacked by bandits
A cult of humans that believe elves are favored by the gods due to their grace and longevity. To fool the gods,
13 their priests wear masks and gloves made from the skin of elves and pray to Elven gods for long life. They will
kidnap and starve elves and half elves so their skin become looser and easier to remove after they're killed.
A small cult of commoners who believe that magic isn’t real, and is a series of mechanical tricks performed by
14
incredibly well disguised constructs.
A group of pale, starved elves who travel the globe kidnapping humanoids and feeding them to a dark beast, in an
15
attempt to increase it’s power enough to level cities.
Every person in town talks in a whisper, because they believe they are living in the ear of their god, and they don't
16
wanna wake him.
The UnderTown, a town ruled by dwarves that connects to other towns, they can always be found beneath the
city, ready to accept another dwarf into their ranks to help him/her out. Enjoys causing earthquake-like collapses
17
of relatively important structures in small towns and has a fromidable army to destroy nations underfoot (literally
under).
The Silver Adders - A group of rebellious teenagers from noble families that have taught themselves the art of
poison and assassination. They've honed their skills with thrill kills of random merchants and peasants, leaving
18
behind a silver broach as a calling card. They now seek more challenging prey, specifically adventurers like the
PCs.
A town full of people living on the top of a cliff who throw offerings off the cliff to their god, mostly harming the
19
people passing down under the cliff.
The Clean Slate - Those who study history are doomed to repeat the same mistakes and stagnate. The Clean Slate
does its best to destroy the chains of precedence and history so people can try new things. The more novel ideas
20
realized the better chance of founding a perfect society. Once that is done all other history would be useless
anyway.
The True Royals - They have a child who is supposedly the heir to a kingdom long since destroyed. They need to
find other people first willing to follow them and then willing to reform the kingdom. The problem is somebody in
21
the past did their best to erase all mention of the kingdom so nobody remembers or cares. The True Royals
sponsor missions to rediscover this ancient civilization. If it was a good or evil place remains a mystery.
The Needle Conglomerate - The world is flat and they know it. What they keep secret is ancient writi vs that state
there is a world of riches and gems on the underside if this one. They work to dig deep at the thinnest parts of the
22
world to get through to this land. Their luck isn't to good cause they keep hitting ancient dungeons or lakes of fire
23 The Friends in the Dark: a shadowy secret network of informers and rumor-mongers whose purposes and goals
are unknown, even to many members. Actually, the secret police/intelligence agency of a collapsed and forgotten
Die
Result
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kingdom that still goes through the motions even though they have nothing left to protect/answer to.
The Order of the Spellbreakers: An order of paladins who believe that only the gods may use magic (or grant it to
their followers), and all other magic is heresy. They seek to eradicate magic from the world, starting with
24
villainous characters such as liches and making their way toward the more innocent local enchanter or wandering
Druid.
The Hidden Fangs - A group of vampires who disguise themselves as vampire hunters, allowing them to visit
25
towns which have vampire problems and feast on the citizens without being detected easily.
The Helping Hand - this group of helpful clerics and healers secretly believe that doomsday is right around the
26
corner and is helping it along, for their perceived prize in the afterlife
The Leathercrafter's Union - to normal society a normal gathering of Latherworkers, like any other trade guild, but
27 secretly they plan and execute attacks on smiths - particularly armorsmiths, that they feel are making them
obsolete.
The Divine Crown - this cult believes that the mightiest kings and Lords aren't just blessed by the gods, but
instead that they are the reincarnation of the gods. How the royalty they worship reacts to worship varies among
28
ruler to ruler, but most royalty do begin to be annoyed when the cult makes unauthorized assassinations on their
The Undergrounders: These humans became fascinated by the dwarves and built their own small society
emulating dwarven tradition's and customs. The dwarves who meet this society can't seem to agree whether or
29 not this is a mockery or humans finally coming to their senses. There are similar societies fascinated by gnomes,
halflings and elves, with elves being the most offended at this odd display. There also were a small society
dedicated to emulating orcs, but these societies are usually killed when they meet actual orc tribes.
The shadows. A group headed by an unknown man that contacts mercenaries and potential members through
30 mysterious envelopes that appear out of seemingly nowhere. They have an intricate network of common folk that
allows them to stay up to date with affairs all over the city.
The Golden Cradle - A group of hereditary nobles that were secretly adopted into their families when their parents
were unable to conceive children. They secretly fund numerous orphanages and sponsor orphans as apprentices to
31 various guilds. Given that all their wealth and power is built upon their falsified bloodlines, though, they will stop
at nothing to preserve their secrets. They may feel terrible about their actions, but they justify it as the only way
The Risen: A group of people who have been resurrected and believe themselves to be chosen amongst the
32
masses. They seek to further their agenda of purifying non-believers.
The Moundeliers:. A goup of halflings, gnome, druid and firbolg who seek to prevent the expansion of villages into
33
the woodland area.
Gold Bloods:. They are a group of people who have seen the destruction of the world fortold by celestials. They
34
believe Orcs and worshippers of grumsh are the bringers of the end time and seek to eradicate them.
Die
Result
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The Grave Barons: Teifling nobles who became Teifling once partaking in a ritual for Asmodius for greater power.
35
They have spread throughout the land slowly corrupting nobles.
The Umbraconti: An (figuratively and sometimes literally) underground school of wizards and artificers who
36 research taboo magic. Their actions are normally not overtly malicious but it has been said that Umbraconti
The High-hats: A guild of minstrels and fools whose entire purpose is to infiltrate the celebrations and courts of
37
royalty and, using their enchanted bardic music and foolery, influence the royals for the betterment of the guild.
Reachers: A society of Gnomes who worship a human con-man who claims to be a gnome that found the cure for
38 shortness. He gives them "magic growth tonics" (water) in exchange for valuables they steal from passing
travelers.
The Spore: A group of Druids who have found that a dangerously addictive mushroom can only be grown on the
39 dead bodies of Firbolgs. As such, the group has taken to hunting down Firbolgs and killing them to further their
addictions.
The Brine: A society of fisherman and dock workers who smuggle the dead from Tartarus by means of the River
40
Styx without arousing suspicion from Kharon, the Ferryman of Hades.
A group of priests, nuns, monks, paladins, etc., who run a society dedicated to the welfare of orphans and
foundlings. They run orphanages but specialize in placing babies and very young (preverbal) children with families
41 who cannot conceive. They are militant in their charity, but no matter how hard the PCs look, there is absolutely
nothing creepy about them. A statistically improbable number of the children gain wild magic sorcerous powers
Loyal Order of the Water Buffalo: The Grand Exalted Imperial PooBah welcomes you to join this brotherhood
42 focused on the manlier aspects of life: hunting, fishing, drinking, BBQs, more drinking, etc. Be recommended by a
member and bring your first dues installment to your local chapter; Lodge 26.
The Fellowship of Whispers, a religious chapter of paladins, clerics and assassins dedicated to rooting out
politicians, noblemen & all other influential members of society that have been corrupted by demonic influence.
43
Their name comes from the quietly whispered prayer associated with their more unsavoury activities. Or perhaps
from the fact that their existence is only known through whispers in dark places. Or...
The Bloody Brothers & The Sanguine Sisterhood, twin societies founded by two ancient vampires who tired of the
hunt and instead compete to control civilisation(s)- keeping score with one another. Their leadership is split on
44
gender lines, but thralls exists in all forms. Many wars and disasters have been caused by one trying to torpedo
the other.
The Order of the Mask, a group of revolutionaries and enlightened thinkers who believe that a republic is the only
way forward for society. They idolise a Masked Jester, whose name is lost in history, who assassinated the last of
45
the great kings of the kingdom and caused a century of strife. The Jester would likely be bemused if he was
The Preservers, a society that collects knowledge on all things and store it in their hidden library. Their leadership
are members of a long forgotten and ill-fated civilisation, related to the Lizardfolk and Yuan-ti. Some claim the
46
library exists on it's own plane and is accessible only through the realm of dreams through years of training in
The Wilhallow Society for Scientific Endeavor: a group of wizards, alchemists, necromancers and scientists
performing countless experiments on the unknowing denizens of the small town of Wilhallow over the course of
the last 60 years. By now, the majority of Wilhallow's residents are barely human, having been replaced bit-by-bit
47
with zombified flesh, goblin and orc limbs, or advanced mechanical prosthetics. Fortunately, they've all been
magically disguised to not notice this, and the fact that none of them seem to age anymore hasn't particularly
The Devil's Circle: A high-stakes gambling ring overseen by a minor Baron of Hell, Zycobulz. The Circle's patrons
include kings and wizards, Fay lords and Drow matriarchs. The bets are on the outcome of wars, the survival of
48
empires, and can take decades to play out. The rewards are souls, titles, favors and magic trinkets, and Zycobulz
The Redstreet Genuine Gentlemen's Club: a dizzyingly complex and far-reaching information network set up by a
long-deceased master detective, the Redstreet Club can get dirt on anyone and anything, and has years-long
49 casefiles on interesting individuals locked away in the Club's record books. The Club's members are detectives, city
guardsmen, street urchins and thieves, each one pulling from a pool of resources to fund their own investigations
Six Sky Triad: a Thri-Kreen society hidden in a small desert town. Triad activities are mostly benign, with the Thri-
Kreen secretly discussing town matters and fulfilling ancient cultural rites that have been suppressed by the local
government. Every Thri-Kreen citizen of the town is either a Triad member or at least knows of it, and they keep
50
their society hidden through telepathic communication, their nighttime meetings occurring in total silence.
Occasionally the Triad will journey out into the desert for a night, singing desert songs and praising the Sand
Father, but these journeys are rare, and getting rarer as time goes by.
The Monks of the Eclectic Feline: An order of monks who’s origin is shrouded in mystery, but who operate based
51 on the whims and wishes of an “Immortal Tabaxi Warrior” which, if investigated, turns out to be a house-cat
The Delumminati: a group of blind Drow that believe the entire world should be cursed with the darkness they
52 suffer themselves. They extinguish any source of light they find, kill magic users that produce light effects, and
Death liberators; This underground group of Necromancers work to remove the stigma of Necromancy and get it
53
legalised.
The Faithless; a group that dont recognise the divinity of the gods, and seek to end organized religion. They
54 "achieve" this by sabotaging places of worship, usually disguised to look like an attack by another religion. When
confronted they will usually respond with a variation of: "If the gods are so powerful, why didn't they prevent it?"
Die
Result
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Mary Mage's Managerie: This traveling band hides their criminal activity by also performing as a travelling circus.
55 Unlike many other circuses Mary's main attractions are extraordinary magic displays and training of magical
animals
Sorcery: The Collective; this widespread hobby is particularly popular amongst young men, but they play in secret
56
clubs due to watchdog groups that claim that the players are tempted by the infernal by participating.
The Vanishing Act: A network of entertainers and performers that spans the globe. The Act is centered around the
"liberating" of valuable goods and information, which are then traded around the network for a price. Becoming a
member is difficult due to the organization granting membership by invitation only. In addition, one who wishes to
join must not only prove themselves to be uniquely talented in their chosen art, but equally skillful in the retrieval
57 of valuable goods, in whatever forms those goods come. Members are given a subtle yet distinctive tattoo and a
musical excerpt to memorize, which allows them to identify other members. "Studios" can be found in various
cities (typically hidden in very expensive clubs or brothels), and many Actors find themselves frequenting such
locations. Those who wish to trade their valuables can sniff out the areas and seek admittance by presenting their
tattoo and music, upon which they will be free to go about their business.
The Gutter's Court: Once upon a time, all the highborn lords and ladies of the land agreed that they could not be
bothered dealing with all the troubles presented by the everyday peasant. To remedy this issue, they created the
Gutter's Court, a seperate, less powerful court then their own, composed of remarkable peasants that have
demonstrated an above average level of loyalty to their respective feudal leader. These peasants are recruited by
their feudal lords to handle menial administrative duties as well as provide an additional layer of contact between
58
the nobility and the commoners. The Court is also a tool used for a less innocent purpose. Due to the chosen
peasants being the lowborn representatives of their lords, any issues that the lords have with one another are
typically resolved through violent retaliation directed towards their proxy. Chosen peasants often make their own
plots to seize power in the Gutter's Court, and exceptionally prominent ones may even be taken into their lords
house.
The White Eldritches: Lots are born to control, few are born free. Acting in the darkness, this mind flayers are born
with the gift of the free will. Able to hear the Elder brain orders, but free to choose what to do, they want Illithid
59
people to be free from the hive brain control. Excep for their terroristic actions against the elder brain they're quite
The Baker's guild: a regular guild to a passerby, is in fact a mafia organisation. Money laundering, exerting social
60
pressure by under or overdelivery, smuggling in flour, etc..
The Terrorizing Tinkers: A clandestine collection of Gnomes who are popularizing the use of machinery over magic
61
to better life and solve problems through evil means.
The Oldguard: A band of mercenaries that the government pays to keep the peace. Secretly they work towards a
62
revolution, trying to bring back the "old ways".
63 The cult of the UnBroken god: A group/cult that believes if a god can be killed/maimed/broken they are not worthy
of worship. Because of this belief they are trying to destroy all the gods, to find out if there are any gods left
Die
Result
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worthy of worship.
DAD - Dwarves Against Drinking. A secret society of dwarves who think that the drunken culture of dwarves is
64
holding them back and once dwarfs stop drinking they will be able to rule the world.
A guilds of artists. They do tattoos mostly. Their secret isn’t that evil. They always offer tattoo songbirds to the
hands of any travelers for free. They believe that the songbirds let the people get into heaven. And knowing no
65
one would take the offer that way they trick people into getting them saying that the tattoos are a promotional
gimmick.
A society of rich merchants and hired psychopaths/assassins that all have a taste for death. They lure large groups
66 to their false town with promises such as payment for getting rid of a menace or a safe place to sleep for whatever
group may pass by only to hunt them for sport the next night.
Mans Best Friend - On the outside, a charitable organization funded by the crown to provide service dogs for
67
disabled citizens. In truth, the dogs are magically enchanted to serve as the eyes and ears of the government.
The Brawlers are a group of fighters and monks who use cestus gloves (1d8 damage) as their weapons. This group
is unknown by the townsfolk and are usually in the taverns and inns. The brawlers blend in with the townsfolk and
68
aren't able to be noticed. They have no motives but to fight when provoked. If a fight starts in the inn between the
PCs and just 1 brawler, all the Brawlers attack the instigator of the encounter.
Mephistopheles: This secret society of Teifling traders all use masks of disguise self to appear identical, and all
69 operate under the name Mephistopheles. They work together to slowly begin to form a monopoly on the trade of
The Srepeek Ooz: A racially diverse order that seeks to preserve all forms of life by storing small populations of all
70 races and species inside enchanted underground zoos. Inside one of these "life vaults" you can find many strange
creatures both magical and mundane, some of them exist nowhere else.
The Loreguards: A small but powerful group of individuals who make sure no one rediscover the how to create
71
magic items.
Cult of the Creation Dragon: these members believe that the world is in fact a the first dragon curled up waiting to
72
wake up, the cult aims to wake the dragon and re create the world as we know it.
The Allseeing Eye: A huge network of wizards who use the detect thoughts, sending, and message spells to obtain
73 information and give it to people for the right price. They sometimes secretly give unknowing people information
A secret all-female cabal of makeup artists that specializes in making dead people look alive. Through their
expansive network of powerful individuals they are able to ensure they find out about deaths before anyone else.
74 They offer the most powerful a chance at reanimation if they agree to work under the cabal' s thumb and they
keep them in line by threatening to reveal their secret. Remember that famous bard that you thought had died? Or
that kind mayor who you thought was buried under rubble? Turns out it was a "false alarm".
75 Dark Arts Anonymous: A collective of wizards who peered into the dark arts and wound up changed in some way.
Die
Result
Roll
Despite many being banned from the "good" institutions of learning, many remain there, surreptitiously
researching their hobby and corrupting their souls. They meet on Wednesday nights in a secret cave in the
Feywild, and try to support each other in quitting this corrupting influence. To protect they're anonymity though,
76 The Farmer's Society: A society that owns a giant farm, and control nearby cities with blackmail using food.
The Medusa Cult: A cult of blind cultists who worship a Medusa. They can't see her, so they don't get any
77
problems when living with her.
You have heard much disturbing gossip about the Iron League of the Cup. Apparently the Unspoiled Presbyter of
the Grail is seeking the lost "Tome of Bivariate Energies" to further the Cup's excavation of a graven burrow past
78
the Wandering Waters. As he gathers information on the Tome, the Presbyter is also distributing "tokens of
The Unalloyed: An organization of Dwarves that seeks to remove all non-Dwarves from Dwarven territory and cut
79
off all trade and travel to and from other races' territories.
The Necrocrats: A cult of powerful necromancers that seek out the worlds best and strongest of rulers to grant
80
them immortality through lichdom, all in a quest to bring law to the world.
Order of the Specter, a group of noble men across the kingdom who deal in dark magic to receive visions of future
events that could come to pass. The Order uses this knowledge to increase there own individual power and wealth.
81 The magic they use requires that the users sacrifice one of there living family members: Son, Daughter, Father,
Mother, etc.. Within the same blood line as them, no step-family or people they have married. Depending on how
closely related they are to the sacrifice determines the length of the vision, and its importance to them.
Sisterhood of Silence, a highly trained group of criminals that direct the kingdoms court system through secret
82 members and rituals/curses while also helping several criminals avoid the law. This sisterhood is rumored to have
several hundred members all of which are female from many different races.
Matriarchs of Society: Only women who have become Grandmothers are invited to join. In general they work to
83 make sure their lines continue. Another of their tasks is to find homes for displaced children, adding this child to a
The Leftovers club. A secret sect of necromancers gather as many dead bodies as they can, making deals with or
stealing from butchers, morgues, hospitals, veterinarians, or local criminal organizations. These "leftovers" are
84 given to two teams, who use a combination of necromatic techniques and surgery to create undead monsters.
Once a month, a battle between the monsters is held, and the winning team is greatly rewarded. Once the battle
is over, new teams are assigned and the cycle starts again.
Barbers guild: with franchises in different towns (usually a rented room in an inn), The locals see travelers go in
85
and come out with shorter hair or clean shave. In actuality, they are a front for information brokers.
86 Thralls of the Crimson God. The Thralls believe that the only thing preventing the universe from destruction is to
sate their god's need for blood: this includes ritual cutting, self-flagellation, and piercing as part of routine
Die
Result
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practice. The cult centers on human sacrifice, where a victim is drained of all of their blood in a ceremony to
The Rosen Order: A group of powerful warriors brought together by their love of flowers. They tend to all the city's
87 flower gardens, keeping them in tip-top shape. The existence of the order is kept secret; its members fear their
reputations as mighty heroes being ruined if they are ever found out.
The Fatladin: The secret group of the Paladin of Gras, God of the grease and good food, Avatar of Bacon. Gras has
88 been forgotten, but not by these man, united in the Quest, to find the most greasy and wondrful food, to please
their god.
The Teachers: The Teachers are a group of benevolent entities dedicated to training heroes to defend the world
89
against evil.
The Shadow Empire: The Shadow Empire is a small group of demi-liches who back villains. They are patient, quiet,
90
and totally committed to the conquest of everything.
The Stone Brotherhood: This is a dwarven cult dedicated to protecting dwarven craftsmen, and any other artisan
91
they feel is unable to stand up for themselves.
The Libra Facta: One of the oldest known cults, Libra Facta has its origins shrouded in the ancient history of the
druids. From time immemorial, the druids and their neutral followers have been working quietly to neutralize and
92
balance the powerful forces for law and chaos, good and evil. In Libra Facta, this task took a peculiar but effective
form.
The Mithril Chain was an order of knights, including cavaliers and fighters of all types. Very little is known of this
organization, which boasted only a handful of members worldwide. Members of the Mithril Chain, known as
"Links", often fought better than would be expected based on their known experience and abilities. In addition,
93
some have been reported to display unusual powers, such as flying, creating fire, water, lightning, or light, passing
through walls, or being unaffected by weapon attacks. Each wore a highly ornate steel chain around his neck;
The Ring of Blood was a band of chaotic assassins pledged to promote terror. Each member assassin performed at
94 least one assassination per week, with at least one each month being notorious (usually a well-known individual or
The Brotherhood of Death was a chaotic evil order dedicated to the worship and service of Orcus through the
promotion of chaos especially in sadistic orgies and human, demihuman, or humanoid sacrifices. Although open to
95 evil chaotics of any race or class, the inner circle was made up of outstanding adventurer types, and the hierarchy
headed by human clerics and demons. Peasants and idle nobles could only be initiates; initiates were not generally
The Unending Alliance of the Beast: A quasi-Druidic cult that seeks out positions of power over animals; zoos,
96 circuses, vet hospitals, all are used to train and foster a legion of animal servants who will eventually fight for their
masters' glory. When and where that fight will happen, only the Alliance knows.
Die
Result
Roll
Cult of the Eternal Flame: The followers of the Eternal Flame cult were fascinated by the destructive power of fire
in all its manifestations. They aspired to use the power of fire to eradicate the "corruption" of both civilization and
97 nature using volcanic eruptions, forest fires, heat waves, and droughts, in order to herald a new world of ash and
cinders ruled by fire alone. In the fire cultists' doctrine, the world and all its peoples were wicked and malformed,
and the only hope was to purify everything, reducing all to smoking cinders.
98 The Choir: Members of the Choir had the ability to influence others through their strange songs.
The Silver Hand: A group of Paladins who are devoted to stopping evil, if it should ever appear. The members like
99
to keep their identity secret so no harm comes to their families.
Grumlik's "Secret" Order of Gnome Mischief: A 'secret' order of Gnomes who go around and cause mild mischief,
100 such as placing a dead fish in the pillowcase of a noble lord. What is their reasoning? There isn't one, they are just
mean.