Order



Orders are founded with specific Agendas in mind, and receive three of them that determine the general cause and abilities of the Order. This makes them far more malleable than Guilds, but also more powerful in the hands of your enemies. Orders are generally more difficult to infiltrate and overthrow than guilds, and do not have the same global spy infiltration bonus that Guilds do. However, an infiltrated Chapterhouse of an order will lower order in that POI and give you support during any combat with heroes. Orders also do not have as much influence as a guild has. Their primary role is to improve hero abilities and to guide the hero AI to pursue its goals.

Agendas can be swapped out if you control the Order Headquarters, but causes suspicion and sends discontent through the order based on the number of Chapterhouses you have infiltrated. Own them all, however, and you can turn a Demon Hunting order of Paladins into the most feared Inquisitors on the continent. With the proper Ritual skills you can take the corruption even further.

Heroes join Orders and gain new classes and abilities from them, but if you are head of the order you can call a Grand Summit and bring all the heroes together. Good to distract them from a hunt, or possibly to lure them together to end a threat once and for all.

Founding an Order
Rulers are the most likely to create new Institutions but only if they are the kind to favour decentralized approaches - Desperation will often force even a reluctant Ruler to create a new Order to try and attract Heroes to their causes. Leaders and Sages will often sponsor or found an Institute if they are incapable of finding the resources they need, this is again driven by dire circumstances so a group of adventurers suffering defeat at the hands of someone they believe to be in a dark conspiracy may create an Order to combat it. A General with sufficient Glory returning from war may create an Order to commemorate their victories, and a religion may also found an Order to pursue their goals.

It's not a common occurrence, especially early-mid game. Some societies will churn out Guilds and compete on a regular basis but that is only if the society calls for it.