Legacy: OURPGSoc Society Game 2006-2007

What's in this section?

This section contains details of the Guilds and other organisations that work across the Empire. The Guilds are not limited to any single House's territory, operating across them all but responsible for very few resources of their own by comparison. The two most important Guilds are the Imperial Guilds of Technologists and Chirurgeons, because these groups are between them responsible for all research into Legacy technology. They were formed to keep these great devices from being unfairly distributed between the Houses during the Lystran Revolution and maintain that function to this day.

Also important are the Imperial Guild of Merchants, who regulate all interstellar trade in the Empire and the Association of Historicals, Scribes and Explorers. The Historicals often have interests overlapping those of the Technologists when it comes to Archaeological Sites and are riddled with cliques all pushing their own interests.

The United Imperial Constabulary are the Empire's cross-border investigative force who work closely with House police forces when conducting investigations and are obliged to bring cases for trial before the Imperial Magistrate. More details are on the Law page.

A smaller notable organisation is the Sentinels of the Veil, a group devoted to fighting the demons - beings of darkness who first assailed the Empire in 618EY. The Sentinels are often thought to be a useful but overly zealous group as there have been very few recorded incidents involving the demons in the years since they were formed.

There are a vast number of religious groups within the Empire with vastly varying beliefs. As such, it is difficult to group them together into a single, powerful organisation and no one has been able harness religion to achieve major political aims.

There is also a full organisations list which details the relationship between these groups and the character generation system.