Category | Companies | ||||||
Type | conglomerate | ||||||
Region | MidrĂȘth | ||||||
Headquarters |
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Size | 1,000+ | ||||||
Race | any | ||||||
Alignments | varies | ||||||
Deities | Lukoon, others | ||||||
Symbol | none | ||||||
Enemies | Aldassinen, Har'kish | ||||||
Established | 15 Bloom 1234 |
The Sanguine Whispers was founded by fourteen mercenary heroes of the Tradeway Wars (1131 - 1231). They were of many different races and backgrounds. Using their fame, they founded a guild for training other cadres, and carrying out mercantile ventures for extra income. The notoriety and fame of the Sanguine Whispers allowed them to form lucrative contracts with many Underdark companies. They became a conglomerate with a number of different departments, doing clandestine operations, assassinations, sabotage, and trade.
In 1239, the Sanguine Whispers played a minor part in the Witch-Pack War (1190 - 1240) when they successfully carried out a contract to kill King Drugnod (c.f. Operation King Fall). In 1334, the Sanguine Whispers expanded their mercantile and clandestine activities to the surface realm. They moved their headquarters from Orryn up to what became known as Outpost Prime.
The guild is most known for its activities in espionage, assassinations, infiltration, sabotage and other covert operations. They work for any political group regardless of alignment. The Sanguine Whispers have operations in many regions of Brucrumus. It is rumored that the guild has established puppet governments in some frontier cities.
In 1469, the guild founded the Tangled Weave, a school for training Web Weavers.
In 1479, they lost Ebonstar to the Black Tide.
In 1481, the group Squad X7E discovered monkey-like minotaurs living in the Manduggiss Trench. These Sig-Lorm were helped out of a place they had called home since the Lith-Crillion Era. Thousands were resettled at Hinnbjalf, a place they would rekindle, spreading civilization, security, and wealth for the next two centuries. At Hinnbjalf, the Sig-Lorm pursed cultural and social advancements over war. They made the city renown again, running great events like the annual Sig-Lorm Chariot Race where up to thirty chariots competed. In its first year, Squad X7E competed in this event with distinction.
In the last month of 1483, the organization suffered a major setback when they were chased out of Outpost Prime by the Har'kish Empire. This came after an attempt to destroy Har'kish's terror weapon, the Hand of Gith. After losing their headquarters, the survivors fled into the subterranean reaches towards Orryn. Eight years later, they open their new headquarters in gloom of the Shadow Rift. As part of a land deal with Ink-Shad, the greater authority of Shadow Rift, they move their arcane operations into Gaudrith, opening the doors of the Tangled Weave to a wider audience.
Sanguine Whispers is known for its specialized units, its Squads. The most documented of of these is Squad X7E. Their missions often studied by other clandestine organizations.
Squad members often have special roles:
Name | Description |
---|---|
Crypto | operation analysis, intelligent gathering, cryptology, record keeping |
Herbal Doctor | healing with fungi and herbs, alchemist |
Web Weaver | manipulator of the Web of Magic |
Saboteur | demolition expert |
Seer | dedicated fields of study, sage |
Slayer | assassin |
Strategist | tactician and strategist |