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The Emerald Legion is one of the divisions of the Hierarchy of Stygia. They take in wraiths that died as a result of accidents, be it common (a car) or a freak (sat on by an elephant).

Overview[]

The Emerald Legion runs their civilian branches like businesses, including the best "customer service" you will receive in the Shadowlands. When dealing with the Hierarchy, it is known the best and most pleasant way is to work with an Emerald Legion member.

In spite of their reputation for innovation, their military branch remains remarkably old-fashioned, almost to the point of inefficiency. As a result, the Emerald Legion lacks the strong military presence many of the other Legions have. While there are a few working smaller branches, the main army, nicknamed the Old Soldiers, are full of squabbling between commanders as attempts to revamp the army butt heads with tradition.

Culture[]

When it comes to efficiency and dependability, the Emerald Legion wins hands down. Despite the erratic and unusual natures of their death, the Emerald Lord has figured out how to build a working organization with many types of individuals. Upon joining the Legion, each Emerald has the Emerald Values, a code of four rules, drilled into their heads. Those who do not remember and uphold the Values are not much longer for the Emerald Legion.

The Values emphasize innovation and unusual thinking above doing a task correctly or successfully. As the wraiths of the Emerald Legion have the flexibility to work out solutions that suit them, the Emerald Legion is one of the smoothest running operations in the Shadowlands. Some Legion leaders, called Assessors, are known to twist these rules to rule over their Legion with fear rather than interest. While these sections of the Legions are frowned on, little or nothing is done to deter them from interpreting the Values in this manner.

Members of the Emerald Legion do have one thing in common, in spite of the varied nature of their deaths; they all have extremely strong ties to their Fetters, as the unexpected nature of their deaths left them with more unfinished business than the average wraith. Sadly, few Emerald Legion members actually manage to Transcend for this reason as well.

The Emerald Legion also puts a strict limit on the number of souls the soulforge. They believe as long as a soul has a useful mind and Corpus, there is a use for it somewhere other than as an inanimate object.

Allies and enemies[]

Legions[]

The Emerald Legion, because of their organization and efficiency, see themselves above the other Legions. If there is any Legion they are close to, it is the Legion of Paupers; many Paupers died of acts unknown and seem to hold a similar attitude those of the Emerald Legion.

In contrast, the Emerald Legion loathes the Grim Legion and the Skeletal Legion for the sheer number of souls they process in soulforging. Likewise, the Emerald Legion also resents the Legion of Fate for not sharing information with them, especially the information on why they had to die in the first place.

Renegades[]

Since Renegades operate under fewer rules than the Hierarchy, they are often studied by the Emerald Legion. Breaking the mold is a Renegade specialty, and, as a result, they probably have hundreds of unorthodox methods for dealing with simple problems that never make it into Hierarchy think tanks. No one hurries to discard such an educational opportunity.

Heretics[]

As long as Heretics remain splintered and present no serious threat to the Hierarchy, they are tolerated or studied.

The Riders of the Wheel is a Heretic group that the Emerald Legion seems not only to tolerate, but very nearly to embrace. The Anacreon of the Trenton Necropolis is openly seen in the Hanging Gardens casino, and is said to be a nigh infallible card counter. Some Legionnaires come to understand the nature of chance, or to test their prowess at risk determination. Others just come to gamble or watch the fights.

Divisions[]

Guardians of the Labyrinth[]

These wraiths, supposedly appointed by Charon himself, watch over the Veinous Stair from the Emerald Keep, preventing Spectres and other nasties from entering Stygia. They patrol the area around the stair to check Spectral infiltration, and watch the small fissures and lesser stairs that open and close regularly near the Veinous Stair proper. They also supplement the private or Legionaire guard for the mining operations when conditions on the Stair are stable enough to permit excavation. The experimental, freewheeling attitude of other Emerald Legionnaires is replaced by a lookout's eye and a sniper's cool. The Guardians are effective enough that no one challenges their methods.

Order of Archimedes' Bathtub[]

The Order of Archimedes' Bathtub consists of late inventors and engineers dedicated to finding innovation in unusual places. One current "Tubber" project is to create a portable Maelstrom shelter. To this end, several Tubber groups have set up their base camps far from populated areas and bathyscape into the Tempest to test experimental shelters. Such teams are secretive, but occasionally can be seen constructing or launching soulsteel and plasm contraptions into the Tempest. It is said that these experimental shelters usually contain a test subject, though the subject's willingness is an issue of debate.

One branch of the Order of Archimedes' Bathtub observes Renegade Circles in the field in find newer, better ways to tackle old problems. If the researchers believe they have milked a particular group for all they can learn, the Order then gives their behavioral studies to the military branch of the Legion. The Renegades suffer a crushing Hierarchy attack shortly thereafter.

Green Teams[]

Green Teams are the "welcome wagons" of Stygia and the Reapers of the Emerald Legion. When a major accident or incident occurs that results in large numbers of deaths, such as a plane crash, landslide, or other disaster. They are welcoming and friendly, and take the opportunity of these Enfants' reapings to tell them all about the wonderful Emerald Legion, who helped and saved them from the pull of Oblivion. They have received much criticism from others for their horrifically sugary propaganda.

The Eyes of Emerald[]

The Eyes of Emerald are the secret police of the Emerald Lord. Long considered to be everything but an extension of the Seven Families, the Eyes of Emerald are Monitors, almost to a wraith. They do adequate to excellent work as spies, especially when the target is vulnerable to bribery or extortion via his Fetters. Their real job, however, is to make sure that not one quarter-obolus owed to the Emerald Lord is withheld, and at that they are without peer. Even the most crooked, dishonest Anacreons make sure they pay the Emerald Lord his cut. There are plenty of examples about what happens to officials who don’t. Most of them can still scream.

The Viridian Guard[]

The Viridian Guard is the garrison for the Seat of Thorns. They dress well and are exceptionally talented bullies. While not elite, they do have adequate martial skills. Most are not members of the Emerald Legion at all, because the Emerald Lord fears the plotting of his own Anacreons too much to trust anyone seconded from their command. Instead, mercenaries, Spooks and other cutthroats compose the vast majority of the force. The Viridian Guard does a good job protecting the Seat of Thorns during the Maelstrom.

Trivia[]

  • The symbol of Emerald Legion is a collage of several various alchemical symbols for gold.

Gallery[]

References[]

Wraith: The Oblivion Legions
Emerald Legion · Grim Legion · Iron Legion · Legion of Fate · Legion of Paupers · Penitent Legion · Silent Legion · Skeletal Legion