1. Organizations

Errands

The Errands are a group of Arisen from the Adamantian court who believe that Adventurers are best used as champions to fulfill causes and establish order in the Material Plane, and greatly reject the idea of pacifism.

Their primary ideology is that Arisen who do not use their Adventurer follows this way are establishing a bad precedent, and preventing the future subsistence of the gods by not maintaining order as superiority. Because of this, Errand gods and goddesses make sure their followers understand the god hierarchy, and disparage any Arisen who disregard it.

Tips for using the Errands in your session:

  • Generally speaking, the Errands will be the ones ensuing political chaos in the Adamantian courts. They are usually the most analytical of the groups, and will force some Arisen to take action when they normally would not.
  • The Errands shouldn't be used as antagonists, as their association isn't meant to be antagonistic. If you want to develop a conflict using the Errands, try focusing on a specific member instead.

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