The Black Leaf Guild
History
Origins
The Black Leaf Guild was never a want, it was formed out of necessity. Few wasps had ever experienced the constant bitter cold of the Amber Fallow before the War of the Stripes, and this forced exile in 32 AC left hundreds dead. House Varundom tried to maintain a shred of order amidst the chaotic exodus, handing out rations and repurposing an old expedition outpost as a new capital. However, they no longer had the wasp peoples' trust, and instead of genuinely trying, the House merely played for damage control. One noble agreed with the masses, tired of his own house's pathetic attempts at publicity when no public image remained.
Lefairshon Varundom instead decided to take matters into his own hands, encouraging any like-minded wasps to join his newly founded "Leaf Group." Initially, this "Leaf Group" was made to aid only the wasp people, organizing hunting parties, foraging for shelter, and aiding whoever needed it. Many flocked to this group, including the wasp peasants that alerted the Zenith to Varundom's schemes. Their disdain for House Varundom was plainly stated, refusing to hail or collaborate with the nobles, even going as far as to attack or raid their stashes. This brought out Varundom's full ire, mustering their remaining forces to march upon the Leaf Group's grounds, but when they arrived, nothing was found.
Amber Dreams
In their efforts to hunt and feed their growing group, plenty of members began to master huntsmanship and stealth. These adept rangers became known as the ‘Black Leaves’ of the Leaf Group, evading Varundom's enraged forces and plucking food from their hands and the wild. As their operations expanded, the Leaf Group needed to expand to facilitate their growth and distance themselves from Varundom. In 33 AC, they took a risk and moved further north, uncovering the Amber Fallow’s barren mountain border.
It was here that Lefairshon and his allies discovered the locust Fallowfolk occupying the mountain fringes. Keeping themselves hidden and observing the newly discovered race, the Leaf Group barely stayed one step ahead of the locust rangers, managing to keep themselves, but not their tracks, hidden. Eventually the locusts uncovered the wasps, and instead of hostility, the locusts were impressed by the Leaf Group's ability. What followed were attempts at breaking the language barrier, and a loose relationship formed between the two groups. The locust fallowfolk were known as the ‘Great Wings’ tribe. They exchanged what they could, and both sides gained immense knowledge and expertise from the other, strengthening their bond.
This tragically changed once the locusts revealed their greatest secret to the Leaf Group: the amber leylines and their many roots snaking through the Amber Fallow. Beguiled by such power and driven by desperation, Lefairshon devised a plan to plunder them. In cold-blooded betrayal, the Leaf Group murdered the Great Wings' prominent leaders in their sleep, and razed their hold over the biggest leylines to the ground, claiming them as their own. This action would forever earn the hatred of the locusts, and to this day, they fight for their homeland.
A deal they can't refuse
Controlling the Amber Fallow’s mountain border, the Leaf Group discovered the Ambermaw and the ancient cricket ruins that surrounded it. Continuing his desperate search for power, Lefairshon scoured the ruins for artifacts and more amber. Met with more and more strixian corruption and attacks, the Leaf Group had to retreat, and in their haste, discovered an ancient violin. This violin was gilded in amber, and etched with old cricket insignia. Once safe from the strixian fiends, a Leaf Group member played the violin for his comrades, lulling them into a trance. The violin proved to be infused with the crickets’ malevolent charm as well, and struck Lefairshon with an epiphany. House Varundom would never forgive their own people betraying them, but with the violin artifact, the view could potentially change. The Leaf Group tested the violin, and devised a plan surrounding its effects.
In the new year of 34 AC, Lefairshon issued a fake surrender to House Varundom, claiming the lands were too hostile for his group. The House's leaders of the time carefully approached the party with troops, surrounding the Leaf Group envoys. Lefairshon then began to put forth his offer, speaking over the nobles. He stated the reality of the surrounding wilderness, the discoveries the Leaf Group had made, and how much could be achieved if House Varundom accepted their peoples' evolution into the Leaf Group. Before the nobles could laud their anger and superiority, the violin began to play once more, swooning the nobles into docility. In this vulnerable state, Lefairshon stated his demands, and the affected nobles agreed. The Leaf Group would hold sway over the land, and no secret would be kept from them. In exchange for publicity and protection, House Varundom would serve as a political proxy to the Leaf Group's ruthless efforts of wasp survival and power. No questions were raised at this meeting, as the violin's power swept through the nobility's minds. With this, Lefairshon officially instated the Leaf Group as the Black Leaf Guild, beginning a new era for the Amber Fallow.
Welcome to the Hexagon
With both wasp groups united, development of the new wasp capital sped along. Varundom Hollow finally became a respectable living space, despite its rustic appearance. Soon after this development was finished, amber mining operations began in earnest. The miners came to be called 'Sappers' due to the sap-like quality of amber when freshly unearthed. Early on, these Sappers did not have to venture far from the capital to work, and as a result they made up a large part of the capital's population.
Thus, the capital was given the nickname 'Sapperville' by the common folk, and it would continue to be known as this into the present day. House Varundom began putting their income of amber to use on Sapperville, bolstering their walls and buildings with the magical substance. In the meantime, the Black Leaf Guild underbelly began experimenting and developing amber uses, finding both wicked and civilized applications for the substance. This equipped Sapperville and its garrison even further, guaranteeing the safety of its population.
Finally gathering enough breathing room in 100 AC, the Black Leaf Guild sent Varundom agents out to the nations they bordered, most notably the young Auroma. To these nations, the Guild would offer their services or amber products, and attempt to establish formal relations. The Guild agents were at first worried of Auroma’s response, given the War of the Stripes, and approached with utmost caution. However, their worries were forgotten when Auroma informed them of a great threat looming on the horizon. The Eight-Legged-Terror was advancing, soon it would be upon the nations of the west, and the war effort would need the wasps' amber.
Understanding the opportunity and duty that laid before them, the wasp agents immediately made for home, bringing with them Auroman envoys. One such agent flew for days without pause, alerting the wasp groups to the dire news in record time. Prepared for their arrival, Lefairshon and the Varundom figurehead greeted the Auroman envoys and began to discuss the looming threat, as well as potential trade and supply routes. Auroma offered to send a substantial workforce to bolster the sappers numbers, alongside their own guild of bumble craftsmen to aid in producing amber weaponry. In exchange, the wasps were to supply as much amber and amber weapons as they could to the war effort, alongside being paid in other goods and essentials. The wasps were keen on this dealing, but Lefairshon interjected one condition: that the territory claimed by the Black Leaf Guild and House Varundom be recognized as a new nation of wasps. The Auromans paused, but agreed, and offered that the dealing could be further ironed out in the years to come.
With this official recognition, the wasps were called upon centuries later by Queen Maeve alongside the other nations to form the Royal Hexagon in 360 AC. House Varundom represented the Fallow’s interests, and together in this alliance, the Terror was defeated.
Inner Workings
From Roots to Stems
While House Varundom remains as the public and political veneer of the wasp nation, in truth, the task of governing the Amber Fallow falls to the Black Leaf Guild. Officials from the Guild do not outwardly appear as Black Leaf members—instead, they pose as Varundom officials and guards. The Black Leaf's guild master, referred to as 'The Roots,' and their inner-circle are who oversee the Amber Fallow as a whole, with the inner-circle being split into four departments named Stems.
The First Stem is responsible for general infrastructure, focusing on the well-being and defense of their subjects and settlements. The Second Stem manages general commerce and the distribution of amber products, both internally and externally, including the Guild's black market. The Third Stem is responsible for the exploration, charting, and expansion of the wasps' territory and influence, aggressively, peacefully, or silently. Finally, the Fourth Steam, which solely focuses on the surveying, excavating, and processing of raw amber. Together, these Stems manage the inner workings of the Black Leaf Guild, while the guild master approves and directs their efforts if need be. In addition, the guild master oversees the political workings of House Varundom, and the current guild master, Lady Vasha, rules as their queen. From here she is able to steer political intrigue, publicity, and armed forces to aid the Royal Hexagon and her people.
Prove your worth
To find success within the Black Leaf Guild's care, one must prove their ability and loyalty. Great care is given to the hardworking sappers who toil away every day to excavate amber, proving their willingness and good work ethic. This care also extends to craftsmen, contractors and other labor workers, who improve the general state of Sapperville alongside other settlements and quarries. Most of these laborers do not know of or wish to involve themselves with the Black Leaf, yet remain under their protection, and receive healthy pay. If any discovered the Guild's influence, the workers would be compensated further for their silence, and if they refuse, they are doomed to sleep beneath the snow. The same goes for simple caravans and traders coming to the open air markets within Sapperville. For a small margin of their profits, they are allowed to set up, and sell their wares (whatever they may be) to whomever has the coin, no questions asked.
Officially joining the ranks of the guild requires more than simple work and secrecy. Initiates, or 'Buds,' are tested in their chosen line of work ruthlessly, leaving any not up to the task dead in the wilderness. 'Tufts' act as settlement guards, escorts, or bodyguards. These members are put through tests of strength, and are told the least out of all other members within the guild. Brutish, short-spoken bugs are a common sight amongst the tufts, with ants and rhinoceros beetles being favored in this role. Deeper into the guild are the 'Twigs,' who deal in petty thievery, conning, and smuggling, sometimes posing as traders within the market of Sapperville. These members are tested with tasks such as delivering packages, sealed messages, peddling, burglary, or eavesdropping. They are then tested with a real job given to them by guild higher ups, and should they succeed with no issue, are officially inducted.
Down into the darkest layer of the guild are the 'Leaves.' Ruthless, efficient, and cunning killers, the Leaves are the Black Leaf's elite. Capable of executing any role, these deadly assassins are progeny of the Black Leaf itself, raised from birth to soar silently and strike swiftly. The Black Leaf dislikes giving an outsider the title of 'Leaf', though some rare exceptions have occurred. Foreign Leaf initiates are put through the tests of every other guild position, with the addition of a final test. To complete their induction, foreign Leaf initiates must venture into the Amber Fallow alone, and return with the head of a locust fallowfolk. Only then will the guild accept them, and begin their training.
No judgements, no shame
The Amber Fallow is home to most species of Insectoid, as House Varundom welcomes anyone to visit the wondrous capital of Sapperville. As a result, many cultures and wares are present within the walls of their capital. Merchants and craftsmen from all walks of life arrive to sell strange and dangerous substances or trinkets without intervention. Expelled wizards, ruthless officials, hardened mercenaries and many others pursue the freedom of Sapperville's market. Banned materials for unethical experiments, prices for blackmail information, and highly sought after amber weaponry all take the stage within Sapperville and on the paths leading to and from the esteemed capital. Other sought-after goods, including travel rations, necessities, and survival gear are all too needed while traveling the Amber Fallow.
No language is too strange, no bug’s visage too frightening. Cultural colors, insignia, and other trinkets are displayed proudly. Traditional crafts are sold for others to enjoy. There is no judgment, no shame, and no questions asked. Unless your actions would prove harmful to the local market, and its governance, there is no reason for the Guild to get involved. This makes the capital quite popular amongst unscrupulous groups and individuals, proving a great risk for honest traveling folk. No bug goes to the Amber Fallow without a reason.
They Who Lurk Type
Economic/Professional
Criminal Syndicate Membership
88% Vespoid (54% Wasp, 18% Bee, 16% Bumble), 12% mixed race. Demonym
Nationality: Ambrisian.
Guild Members:
a Leaf, Twig, Tuft, or a Sapper. Dates Active
Origins: 32AC
Official founding: 34 AC - present Important Locations
Sapperville(aka Varundom Hollow), Ambermaw Notable Members
Vasha the Gentle Sting / Vesai the Knowing Queen
Lefairshon Varundom
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