The Anvil Guard Organization in Anvilheim | World Anvil

The Anvil Guard

The Anvil Guard is an Order of knights who protect the multiverse from those who would seek to sow chaos and disrupt the realms of the divine architects.

    Each of the Anvil Guards, are divided into a number of divisions;   a) The Ley Runners - Scouts and travelers of the multiverse who report any incidents that are abnormal. b) The Deja Vu Division - Redactors of both history and mind, they seek to ensure that the Anvil Guard operate with anonymity c) The Forge Meisters - Artificers and Inventors who specialize in researching and developing new equipment and materials for field agents. d) The Guards - Field agents who are deployed to protect, monitor, and combat threats across the realms e) The Vanguard - A powerful legion used in extremely dangerous scenarios that require extreme combat. f) The Keepers - Spiritual leaders of the Church of the Anvil, and guides to the will of the Architects g) The Lamplighters - Investigators who ensure that the Anvil Guard's tenants are being observed by all in the order.   --------------------- Origins In the beginning, the World Anvil was used by all architects to create their realms, two of which saw the potential for abuse should any of the others desire, they could feed on the energies of the World Anvil and use the powers of great creation to cause havoc. These two Architects Janya and Dimitus used the spark of creation to create a council of beings connected to the World Anvil itself.   These beings were the baelnorn, immortals with great wisdom whose lives were forever connected to each other and the World Anvil. Janya and Dimitus said that it was their duty to protect the Anvil and to ensure that it would be safe within the realm created for it. The Baelnorn took this task with humility and grace and began work on a forge of heroes to create an army capable of looking after the realms.   Over time, their number would grow and the task ahead became filled with dangers and adversaries from across many worlds. The creation of the 7 division was in response to an attack by a previously unknown entity which was now known to be the Architect Null. The assault left 11 of the 12 baelnorn slain the last survivor, and acting hierophant of the Church of the Anvil is Keeper Loren'skir. Under his guidance and the guidance of the Council of 7, the Anvil Guard rose from their defeat stronger than ever.   --------------------------- Name: Anvil Guard Alignment: LN Size: Innumerable Key Members :   Values : All realms have a right to grow without incursion from outsiders Public Goals: To prevent realms from being attacked or disrupted.   Private Goals: To stop the Lords of the Lost Council and the Fallen Architect Null   Allies and Enemies: The Akashik Librarians (Allies), The Lords of the NeverWoe (Enemy), The Null Syndicate (Enemy), The Chronomancers (Neutral)   Membership Requirements: You must be scouted by an existing member or have been created by the Forge of Heroes.   Influence Limitations: You must earn a reputation with each individual division in order to receive favors and boons from that particular division.

Divisions of the Anvil Guard

  1. Ley Runner The Ley Runners are those who are able to navigate the World Anchors and travel between the realms. They also serve as reconnaissance and research for the field agents visiting worlds. Lead by the aloof Captain Ryder, they are the most experience when it comes to Realm Walking.   Earning Influence: Share stories of new worlds, respect the cultures of the various worlds you visit, return with unique cuisines. Losing Influence: Avoiding travel, Focusing on only performing one's duty on a mission, treating the journey like an "Uber" and being late for departure.   Favors/Boons: Off the book journies, Quick escape route, retrieving people and objects from a particular realm.     2. Deja Vu Division In order for the realms to exist in harmony, they must not interfere with one another. The Deja Vu Division Agents specialize in "clean-up" and will visit worlds after an incursion or anomaly and remove the event from both history and those who observed it. The division agents operate in threes, with the first being the "Sage" who will convince locals to avoid areas of the incursion, the "Dreamer" who would remove and alter the memories of creatures who witnessed incursion, and the "Scribe" who would adjust history itself to remove the presence of the Anvil Guard and those they were after. Lead by the steely-eyed Captain Alhoradia and her Vice-Captain, an enigmatic shapeshifter called Jahar, the Deja Vu Division is one of the Anvil Guard's greatest assets   Earning Influence: Being a member of the Deja Vu Division (there is no other way to earn influence), returning any of the Deja Vu Division artifacts  Losing Influence: Digging into Division affairs, asking too many questions, taking any of the Deja Vu artifacts.    Favors/Boons: A secret technique allows them to unblock a removed or altered memory, remove/modify someone's memory.     3. Forge Meister The Forge Meisters are the talented artificers and inventors who create tools and equipment for field agents to use while on other worlds. They learn and utilize the technologies of these countless worlds based on the information gathered by the Ley Runners, to give Anvil Guards the best advantages for their various missions. Lead by the venerable Molgrane Gearfist and his plucky Vice-Captain Lizzlefrank Vancumberskin, the Anvil Guard are always prepared for anything!    Earning Influence: Showing an interest in the craft of gear provided, returning with new technology, inventing your own devices for missions. Losing Influence: Returning gear broken, not returning gear at all, disrespecting the craftsmen and craftswomen of the Forge Meister. Favors/Boons: Special Gear, Custom Gear, Permission to use what is called Meta-tech (technology from outside of the Realm's restricted item list)      4. Guards The Anvil Guard's front line field agents, they embark on a variety of dangerous missions across the realms. Many place their lives firmly in the hands of their team and their commanding officer. While each team has a mission director who will oversee individual campaigns, the leader of Anvil Guard is the indomitable warforge Commander Ein and his Second in Command, the Paladin Dzhambul.   Earning Influence: Performing Missions successfully, Ensuring no one was injured in the course of one's duties, saving/protecting innocent people Losing Influence: Failing a mission, losing/sacrificing fellow Anvil Guards, allowing innocents to suffer, disloyalty   Favors/Boons: Secondary squad back-up, comfortable living spaces in Anvilheim, Money     5. Vanguard The Vanguard division is unlike any other, as it only contains one full-time member often the person considered to be the strongest combative Anvil Guard in active duty. The current acting captain, Captain Orgraarmir is a fierce orcish woman who is the longest active Vanguard Captain in the division's short history. The Vanguard Division was created to be able to wield the power of a special unique weapon known as the Anvil Golem, a powerful construct capable of transforming into a legion of lethal warriors. The use of the Anvil Golem would drain a user of their life in a short period, but the current captain is the only person ever to have survived the use of this terrifying war machine. Captain Orgraarmir often serves as a one-woman army in the event of mass skirmishes, saving her trump card for when things are truly at their worse.    Earning Influence: Out drink her, Stand fast against a superior force or an unwinnable scenario. Losing Influence: Retreat, abandonment, false bravado, and lies.    Favors/Boons: She will come to help battle personally (This must be a worthy battle or you risk losing influence)       6. Forge Keeper The Forge Keepers were a group of 12 baelnorn who protected the World Anvil, they were the founders of the Anvil Guard and believed that there was nothing that required violence to solve so long as they were able to preach the good word of creation and imagination. Keeper Luren'skir is the hierophant of the Church of the Anvil and their duties are to bless their agents in their duties, to offer healing and respite to those who need it. The clergy also offer spiritual guidance for those who seek it, especially those who need to decompress after visiting particularly challenging realms. The Herald of the Flame is a speaker who allows the Keeper to expand his guidance to those unable to enter the inner sanctum of the Cosmic Forge   Earning Influence: Obey the tenants of the Anvil Guard, report those who deny the tenants, quell the forces of Null and the NeverWoe Losing Influence: Break the tenants, believe that the rules can be bent, refusing to follow the instruction of commanding officers, disavowing the Church of the Anvil.   Favors/Boons: Free Healing, Influence among all divisions.      7. Lamplighters Captain Reevus, an Efreeti Inquisitor works tirelessly with his companion Quteztyl the Mephit and a squadron of bright and inquisitive Anvil Guard armed with the Flames of Perdition, to find traitors to the Anvil Guard. The Lamplighters are the youngest of the division created after an incursion was made against Anvilheim and those responsible were members of the Guard. Since then the Keepers have worked with the Lamplighters instilling fear among those who would dare to break their oath and act against the order.    Earning Influence: Telling a hard truth, Being devoted to the Anvil Guard, Protecting those who cannot protect themselves. Losing Influence: Telling a lie, betraying the oath to the Anvil Guard, disliking sweet things   Favors/Boons: Use of the Flames of Perdition to interrogate a person and Candy.
The Code of the Anvil Guard. 1. The Anvil Guard will observe the integrity of all worlds they are upon 2. The Anvil Guard must stop incursions between the realms 3. The Anvil Guard must not reveal their identity to realms they visit 4. The Anvil Guard may recruit those who have proven themselves worthy by asking if they would leave their realm in service to the Order 5. Betrayal to the Anvil Guard is punishable at the highest level.
Type
Government, Law Enforcement
Crime and Punishment   The city of Anvilheim works much like any other city but is entirely populated by members of the Anvil Guard order and their families. It is a law-abiding town and has rules in place to ensure everyone lives happily and well. While resources are infinite and work is done out of duty over the need for money, there are those who cause trouble for trouble's sake. The punishment for a crime in Anvilheim are;   Low-Level crime (Theft, Assault)  Those convicted of low-level crime will have their pay docked for a period of time or potentially be suspended from active duty without pay.   Mid-level crime - Imprisonment (Acts against the Order) Imprisonment on Tartarus a realm created as an endless prison.      High-level crime - (Murder, Betrayal) Memories are taken and the offender is banished   Maximum level Crime - (?????)
Working for the Anvil Guard   The Anvil Guard works for their duty, and as a reward, they are allowed to live in the utopia that is Anvilheim, an everchanging city that shifts and transforms to suit the needs and desires of the guard. Money exists as does an active and vibrant economy based on the purchases of what is considered to be Meta-exports, items gathered from other worlds including produce, resources, and other materials.    There are even specific retirement packages that allow Anvil Guards who have performed their service to retire on a realm of their choice has been provide with ample support to pursue a life they desire. Though their memories will be expunged of all information regarding the multiverse and the Anvil Guard.
This article has no secrets.