What’s that lurking in the shadows? A villainous cult? A clandestine intelligence agency? No, it's a secret society, and no, you can’t join.
These surreptitious organizations are a narrative goldmine for Dungeon Masters, but they’re a lot more complex than meets the eye. Would you like to know more? I thought so. Let’s talk about secret societies in Dungeons & Dragons and how to make one of your own.
- The Secret Sauce Behind Secret Societies
- The Who's Who of Secret Societies in D&D
- Creating Your Own Secret Society
- Joining a Secret Societies
The Secret Sauce Behind Secret Societies
What separates a secret society from a cult, a corporation, or an intelligence agency? Secret societies sometimes dovetail into these categories but there are three factors that separate them:
- They are invite-only. No walk-ins allowed. If there was a public application process, it wouldn’t be that good of a secret society. They will seek you out, not the other way around.
- The members receive invaluable benefits for their attendance, such as knowledge, magical abilities, or a higher socio-political status.
- Secret societies seek specific traits (or assets) in prospective members, such as connections, wealth, ambition, or power. These further the mission of the organization. The League of Malevolence, for example, may seek out notoriously unscrupulous villains, while the Cobalt Soul inducts their most inquisitive and dogged monks into their covert order of expositors.
The Who's Who of Secret Societies in D&D
While the idea of a well-known secret society is a bit of an oxymoron, there are a few secret societies of note from across the Dungeons & Dragons multiverse that you should know about.
League of Malevolence
You gotta respect an organization that just plainly states what it is, ya know?
The League of Malevolence is an archetypal consortium of dastardly evil-doers, hellbent on the accumulation of power. With its big Legion of Doom vibes, this secret society is made up of many villains with a broad array of skills, goals, and gimmicks; the power hungry warlock, the ghoulish assassin, or the murderous necromancer, no matter what type of evil you’re looking for, the League has it covered.
It’s founder, and leader, the vicious sorcerer Kelek, encourages his compatriots to pursue their own evil sidequests, but his deepest desire is to vanquish the legendary wizard Ringlerun and steal his staff of power (but in my headcanon they also used to date).
Expositors of the Cobalt Soul
Remember to support your local libraries (or else!).
On the surface, the Library of the Cobalt Soul is an ancient repository for knowledge, with Archives located all over Exandria. But within this organization is a secretive sect of highly trained, covert operatives dedicated to uncovering truth and punishing the corrupt. These Expositors answer to no one but the High Curator, and are capable of extracting knowledge from an individual with a single touch. While many secret societies focus on the advancement of their members, the Expositors of the Cobalt Soul focus on the advancement of civilization by punishing the corrupt and championing objective truth. This commitment to truth often puts them at odds with certain governments that employ propaganda and misinformation.
The Expositors give the Library the leverage and latitude it needs to root out corruption and resist outside influence, mainly from the Dwendalian Empire and the often dubious members of the Cerberus Assembly.
The Shadow Cabinet of the Aurum
War profiteering, but make it fashion!
Outside of the nobility class, the Aurum holds more political and economic influence than any singular entity in Khorvaire. High-ranking members of the clergy and military, scholars, and merchants are divided into ranks, with Copper rings at the bottom and Platinum rings on top. They regularly host high-profile salons and soirees, but underneath this elite social club is a dark underbelly known only as the Shadow Cabinet. Founded by Antus ir’Soldorak, the Shadow Cabinet only inducts the highest-ranking members of the Aurum, and has its eyes fixed on global economic and political domination.
The Last War ravaged Khorvaire for a century, and during that time, members of the Aurum grew quite wealthy off the continued conflict, until the Treaty of Thronehold brought the war to a sudden halt. Those within the Shadow Cabinet want to see this war reignited, in hopes that it will make them more money and shatter the outdated nobility class.
The Golden Vault
Everyone loves a thief with a heart of gold.
No definitive details regarding the Golden Vault's origin or purpose exist, only mere whispers that it's headquartered on a good-aligned Outer Plane and that it may be tied to the benevolent machinations of metallic dragons. But while this secretive organization from Keys from the Golden Vault remains shrouded in mystery, and its missions are often illegal and dangerous, the Vault’s motto is quite telling: "Do good, no matter the cost." From the shadows they tip the scales for the forces of good by sending adventurers on high stakes missions involving heists, subterfuge, and espionage.
Agents of the Golden Vault exist throughout the D&D multiverse, keeping an eye out for potential new recruits. When a team has proven themselves to be both competent and righteously committed to helping people, an agent may invite them to join the Vault’s ranks. Agents of the Golden Vault may be aware of a few other operatives in the area, but this clandestine organization is highly compartmentalized in order to protect its agents and its missions.
The Oriq
Kids, never get into a teleportation circle with a masked stranger, okay?
Within the walls of Strixhaven stirs a secretive faction of mages called the Oriq. Its members wear enchanted masks that hide their true identities, even from one another. They use their influence to gather forbidden magics and recruit talented, but impressionable, Strixhaven students into their ranks.
The Oriq was founded by a mage named Extus Narr, a powerful, but extremely petty, jerkwad. He had his heart set on getting a job as Oracle of Strixhaven, but the Founder Dragons went with someone else instead. Like any rational adult, he decided to form a secret society, hoping to use its collective power to conjure a Blood Avatar and destroy Strixhaven. Totally the type of person you want around kids, right? He needs to work on himself.
The Keepers of the Feather
They are, indeed, so Raven.
Within the dreary and hopeless Domains of Dread, the clandestine Keepers of the Feather are an order of wereravens who stand resolute against the tyranny of the Darklords. While they do not remember it, the Keepers first appeared in Barovia, using their natural guile and subterfuge to undermine Strahd von Zarovich, and from the shadows, aid those who would stand against him. Upon realizing that other worlds within the Domains of Dread also suffered under the Darklords, the Keepers of the Feather traversed the Mists, looking to help others fight the same fate.
These wereravens infiltrate humanoid societies, subtly incepting knowledge of the occult, in hopes that this knowledge will be used against the foul Darklords. Not all members of the Keepers are wereravens, but there is a subtle and pragmatic hierarchy, placing wereraven members above the rest. The Keepers may give non-wereravens access to their network of messenger ravens capable of traversing the Mists between domains. If this network were to be discovered, there could be dire consequences.
Creating Your Own Secret Society
When it comes to creating a secret society, absolutely nothing beats that homemade flavor. Here are five questions you can ask yourself to jumpstart the creation of your own hidden order:
1. What Is Your Society's Approximate Alignment?
While I am not the biggest fan of the alignment chart when it comes to player characters, it can be extremely useful when creating a larger organization. Picking one or two adjacent alignments for your secret society can help narrow the scope of what your society stands for, and what they’re willing to do to accomplish their goals.
2. What Are the Goals of Your Secret Society?
Your secret society should always have one or two ongoing, often lofty, goals at their core. Everything they do, or don’t do, should always be in service of those goals. They should be broad ideas like global domination, or rooting out corruption. The more specific your group’s goals get, the more they veer toward cult or corporation territory. However, at the heart of your secret society should be a leader, or governing body, and they should certainly have a very specific short-term goal in mind, such as Kelek’s obsession with stealing Ringlerun’s staff of power (they should just get back together already, if you ask me).
3. Who’s in Charge?
Figuring out the power dynamics within your secret society is paramount. You should know who founded your society (and why), and you should know who is in charge currently. The simplest solution for DMs is to have your founder acting as the current leader. Maybe they’re an ancient lich, or an elderly elf, or a floating head in a jar, whatever. Having the founder (or founders) in charge saves you a lot of time sussing out the history and politics of your secret society because power has never changed hands.
4. Is Your Society Operating Within an Existing Organization?
Many secret societies operate independently, using only the resources provided by their members. But many secret societies are born within an existing group. Sometimes interorganizational conflict leads to schisms, creating rogue sects. If your secret society was born within an organization, it should serve as a sort of ideological id of the original organization.
The Library of the Cobalt Soul, for example, is an overall neutral entity with an altruistic slant, dedicated to truth and rooting out corruption. If the Library knows a member of the Cerberus Assembly is lying about acquiring a powerful artifact, there may be no way to legally expose them. But with the Expositors, they can go outside the law and do what must be done to bring that person to justice. On the flip side, the Aurum’s Shadow Cabinet is so outrageously capitalist that they’re willing to reignite the embers of the Last War in order to make profits and topple the monarchy.
5. What Is the Role of Anonymity?
Do the members of your secret society know the identities of the other members? Or do they attend their meetings cloaked in illusions or wearing masks, going only by codenames? The way your society uses anonymity can say a lot about their overall reach, and thus, the scope of your story. Generally speaking, the more anonymity is involved, the more power and influence the organization will likely have. Remember, anonymity is a tool (or a weapon).
Joining Secret Societies
There may come a time in your campaign where a secret society seeks out your party as prospective members. If the party accepts the offer, DMs have an interesting opportunity to define what the initiation process may look like and what perks may come with membership.
Some secret societies may have elaborate rituals for new members (cloaks, candles, goblets full of blood from questionable sources, etc.). Whatever ritual or ceremony you come up with, remember, if a secret society has sought out your party, it means they want something specific from them. The invitation alone is an endorsement, so the initiation should not be a test, or any sort of trial where the outcome could result in death or rejection. Your party’s initiation should be focused on connecting them to the society’s other members, and its overall goals, through a shared experience, such as an exchange of secrets, offerings of blood, or gifts of magic items or abilities shared by other members.
If your party accepts the invitation, the secret society could serve as a flavorful (and fruitful) group patron. With a secret society backing your party, they could have access to safehouses, political connections, powerful artifacts, and, of course, a consistent source of income.
Conclusion
A well-crafted secret society can provide your players with a flavorful faction to ally or parlay with, or a deep well of antagonists for them to beat up on. All it takes is a teeny bit of prep. Now if you’ll excuse me, I have to get back to my Kelek/Ringlerun slash fiction.
Kyle Shire (@kyleshire) is a contributing writer to D&D Beyond and a producer for Critical Role. In the past, he worked as a producer, writer, and host for Machinima Studios and Warner Brothers Interactive Entertainment. He's appeared on HyperRPG as the Mayor of Kollok and the Saving Throw Show. He currently lives in Los Angeles.
Good article! I'll definitely use some of these guidelines in my own world!
I really liked that bit at the end where an initiation shouldn't be a test. Because it makes sense that a secret society would already have done their homework on if the person or persons they are trying to bring into their group would be good for them. If you have to do a test to see if someone is a good match then 9 times out of 10 the answer is already no.
awesome article, thanks for the tips, i want to create my own secret society, a unique one hehehe
I really like the ideas of societies. The secret ones are nice, because there is amystery to unravel or to be part of. In my campaign, all the players belong ti the same secret society and that is what sort of keeps them together as a group. Great articel, with godd ideas to build of.
All well and good but I miss the encounter series...
The latest articles are all promotion no substance
Give me roll tables, step by step example ect
Im gonna use a secret society in my campaighn
Ability scores: 17 11 12 11 8 12
I've got to say I'm really loving all of these new articles with tips on how to implement story telling tropes and elements for our campaigns, it's really just a wonderful thing to see on the site!
If you’re running a trad Forgotten Realms campaign, a good example are the Knights of the Shield: ostensibly an invitation-only social benefit group (think the Stonecutters from the Simpsons, or maybe that real world group they might have been based on) whose members benefit from the resources and networking connections of the group in exchange for passing information on to their fellow Knights.
The individual members (similar to low-ranking members of the Aurum) are unaware, however, of the sinister nature of the group’s secret governing body: the Shield Council, a cabal of powerful individuals who worship the devil Gargauth, who would guide and advise them through the titular Shield of the Hidden Lord (which he subsequently got trapped in due to one of Faerûn’s inevitable magical cataclysms) - they make a brief appearance in Baldur’s Gate: Descent into Avernus.
Also worth noting is that they’re banned from operating in Waterdeep due to an attempt to take over the government there, though that’s from an older novel so you can ignore that if you want to
These are great tips even just for societies/factions in general!
Thanks so much for all these useful articles. If I could request a topic: Worldbuilding interesting and believable religions? It's hard for me as both a DM and a cleric player to get past the sort of mainstream Judeo-Christian or Ancient Greek polytheistic vibes that I'm familiar with. What are some ways besides simply praying, meditating, and "serving others" that could win a god's favor or be central to a god's teachings? Maybe I just need to study more world religions, but a look at some fantastic ways to worship in a magical world would be great.
Interesting article.
the one thing i hate are people telling others that alignement for players shouldn't exists...
that clearly shows a very lack of understanding of what alignement actually is.
taking the words of gary gygax on it...
- alignement is more of a moral choice and a "kinda" religious direction.
what gygax meant was that alignement is what your character "ideals and bonds are"
thats why he didn't have good and evil in mind back in those days, it was just lawful (you do things for the benefit of others) and chaotic (you do things only for yourself, the others dont matters)
that has never changed alignement wise.
the only thing that changed was the alignement going from a simple line of thought, to a full blown graphical representation of the many ideals that exists.
forget everything you read in 3E and above... thats simple simplification thats is too simple...
alignement is easily recognised and used to help identify how a character would react in many situations. mind you that is not prediction, it simply means as a DM that knowing what alignement are your players, allows you to know what kind of reaction they might take and allow you to manage your stories properly instead of haviung players throw curve balls every corner because you dont know what they'll do.
some of my players always ask me, what do you think my alignement is. and they often get surprised when i tell them, the common very common alignement of chaotic neutral !
the reason being that all players believe that choice is defined by algnement while it is not. they believe they cannot do whatever they want if they are not chaotic. they wanna do what they want. not what others want. so they believ lawful is a bad alignment. that is not the case. alignement do not define what you are, nor does it stop you from choices. after all everyone have enemies, you dont act against enemies the same way you act with friends. alignment itself can change between allies and enemies. that said, alignement are a measure of reactiveness to some situations. that means that even if you do a few acts of evil, like lying to your friends or stealing something from an ally. it doesn't mean you are evil by all means, it just means you do have some quantity of evil in you. but if you do more good then bad. then you are still a good person even if you fail to be good once in a while.
anothe rbelieve that is wrong, is that alignment is a set in stone thing... thats not the case... in fact WotC has on their website and actual alignment test. they ask you a few dozen questions and then tel you this...
Lawful = 3
Chaotic = 5
Good = 7
Evil = 2
then they go like this... you are "OVERALL" Chaotic Good !
you think first and foremost of yourself, but never to the detriment of others.
they dont say you are fully good or evil, they dont say you are fully chaotic or lawful, they say you are "OVERALL" this and that...
that means that while you do bad stuff for your own good, you are still a good guy most of the times.
that is alignement.
and that is why you should know your players alignment. because that helps you determine their reactions and thus helps you in many ways to actually have plans in motion. and yes players will still throw you curve balls, but this time you'll be ready for them !
i just hate people saying alignment have no bearing when we use them in our every day lives in real lives all the times.
heres another food for thought just so you know...
"players wanna break laws, cause they cant in real life !"
that alone is why players always tends toward Chaotic Neutral alignment.
because in real life they are forced to be Lawful !
in your game, players should feel that too... in real life there are consequences to what we do, there should be in your world too. another reason why alignment are much needed !
exemple... (and i let you go)
my players (acting do gooders hero stuck in the abyss)
they pull the trigger and used the adamtium dragon breath weapon on a village run by an evil coven. thecoven wanted to help them, really. the coven do not want to be in the abyss. but the coven controls the entire town by using mask... even after all the warnings i gave them about the dragon breath weapon able to destroy mountains or entire cities... they never ever thought twice about using th ebreath on the village coven mansion. even the dragon mechanism told them, are you sure you want to use all the energy and wipe the target off ? they said yes without thinking, triggering the destruction of the entire village out of existence. they truly thought it was just a normal breath weapon. they never undertood why the previous owners never pushed that button before. now they do. they used to talk funnily about the dragon being a tactical nuke. they never ever thought for a second that it truly was one ! in 500 years fo that dragon existence... none had ever triggered that breath... the player did, the mechanical dragon has gone to rest again.
big powers, players underestimating the power, finds a moral dilema about good and evil... using the said power to solve a problem for good. now have to deal with the consequences of them activating a tactical nuke agianst a village full of innocent who didn't deserved to be incinerated !
I feel like Dimir not making this list just shows how good of a secret society they really are.
Well at home brewed my own secret society once and it was the Scorpions hand. Which was a secret order of people dedicated to making war in campaigns. They were created from displeased generals and other military factions. Engaging on their own final conflict in secret terms.
Manly a secret society of people who hated each other even after their wars where resolved by other means. Retirement is a killer. And the idea of peace sickens them.
more movies should take this concept, more of the older movies did but the newer movies just do that to add time to the movie
Father Lymric and The Tenebrous Cult is a great one. I get a lot of my societies from the old DND books. Circle of 7, The Dark Dagger, Shangalar the Black and the Twisted Ruin is one of my favorites. Who can compete with 7 Liches each responsible for a agenda for thousands of years.
Funny to think I was accidentally following these rules before I even read the article. Still though, this was useful to read and will help me sharpen my society to a finer point.
I agree with this. DnD beyond has certainly gone downhill.
recently did a secret society reveal in my campaign and hope to expand on it down the line, so this was a good read.
Awesome stuff!
This was a great article! My campaign features two opposing secret organizations, though one (the Iron Talon) is essentially a cult and the other (the Dragoneye) is essentially an intelligence force. The party was recruited by the Dragoneye at the end of session 1 and is now working on taking down the Iron Talon, which they think (*evil DM laugh*) is led by the rogue's uncle, the tyrannical baron of the fief they're from. In reality, it's controlled by an ancient sorcerer's spirit, which is infused with a dark power called the Evershade and possesses the baron (*evil DM laugh*) - but then the uncle's son will kill his father and try to take his power and summon the Evershade into a physical form (*extra-evil DM laugh*).
Yes, I needed an excuse to talk about my campaign.