A character may have up to three allegiances, listed in order from most important to least important. These allegiances are indications of what the character values in life, and may encompass people, organizations, or ideals. A character will rarely have no allegiances (as a free spirit or a lone wolf will almost always have a single allegiance to Self), and may change allegiances as he or she goes through life. Also, just because the character fits into a certain category of people doesn’t mean the character has to have that category as an allegiance. If the character acts in a way that is detrimental to his or her allegiance, the GM may choose to strip the character of that allegiance (and all its benefits).
A hero’s allegiance can take the form of loyalty to a person, to an organization, to a belief system, to a nation, or to an ethical or moral philosophy.
Players are encouraged to create their own allegiances (and add them here).
This describes a dedication to self preservation, and overall a general selfish outlook on life. These are the type of people that refuse to do anything unless there’s something in it for them.
This describes one’s dedication to a particular ideal, virtue or even vice. Such as the Seven Virtues (Abstinence, Chastity, Diligence, Humility, Kindness, Liberality and Patience) Philanthropy, World Domination, Manifest Destiny or any of a number of ideals.
An individual with a good allegiance tends to protect innocent life. This belief implies altruism, respect for life, and a concern for the dignity of other creatures.
An individual with a lawful outlook tends to tell the truth, keep his or her word, respect authority, and honor tradition, and he or she expects others to do likewise.
An individual with a independent outlook tends to follow his or her instincts and whims, favor new ideas and experiences, and behave in a subjective and open manner in dealings with others.
Defender of The Crown. A true patriot of your homeland.
A local, you love this village, it is home.
The original Germanic peoples who have lived here since before The Kingdom. Brinks is primarily a Teuton village, but as everywhere there are many Anglos. Esp in the trades and rulership. Teuton's mostly belief in the Old Faith, although, many have converted to the Church of One.
English peoples who have peacefully(mostly) conquered the Teuton's and established The Kingdom. Anglos generally follow the Church of One.
You owe allegiance to the local lord. Perhaps you are a relative. Or a squire, servant, serf that Barron Brinks in his benevolence has given leave to take up adventuring.
You are a member or simply agree with the ideals and goals of the Adventurers Guild.
You are a member or simply agree with the ideals and goals of the Arcane Mysteries Guild.
You are a member or simply agree with the ideals and goals of the Harpers Guild.
You follow the old ways. You believe in Lir Father of the Sea, Lugh the Sun god, and the three Moon Goddesses Brigit, Lady of the three Fires of Cooking, Smithing, and Healing; Epona, Lady of Fruits and Animals; and Aachren, Lady of the Trees, Night, and death. That twice each year at Samhain and Beltane Winter and Summer battle over Lir's young daughter Cordelia. That the Horned God and his Hunt stalks the wilderness.
One day you will join Woden in his great hall, Valhalla, where you will battle all day and carouse all night. Until Ragnarok when you and a host of other great warriors will join Woden, Tyr, Thor, and the rest of the Aesir in the final battle against the Giants.
All female religious order of knights and priests.
The all male counterpart to the Balm of Joy. A religious order of knights and priests.