The following are the rules for The Order of the Eagle. This group can be found throughout each of the seven lands, and both NPCs and human players can be members.
The Order, in the story of the game, is a devote following to The Dragon - An ancient king of the west, who was claimed to be the greatest to walk the earth, bringing world peace and spreading magic throughout every land, though suffered an early death due to suicide- and believe that he still lives. They are very secretive about The Order, and what exactly they do, and it is generally impossible to discover much more without joining their ranks yourself; the rules for which are below, along with the rest of their workings.
1. Upon joining The Order, you are abandoning your previous citizenship, and are no longer a part of any land. This means that your king/queen will no longer gain income from you, and they can put a bounty on your head. However, as being a part of The Order, you also cannot be denounced rogue, and putting a bounty on your head is as close as a ruler can get to do such.
2. To join The Order, you must be accepted by the leader of The Order, and cannot enter it upon character creation, like you can with any other land. The leader, however, cannot accept you until you have proven yourself worthy. For this, you will have to complete a mission of difficulty, and the leader decides what that might be.
3. The Order, having neither a king/queen nor a land, do not gain wealth through the usual way (20 per civilian), but rather through trade and missions. For the most part, this trading will occur from player to player, at a value that they decide. Missions, however, can either be given by the leader of The Order, or by a Seer. If assigned by the leader, then the resulting gold (not counting any looted) is the total of the attribute levels that the players must fight, divided by twenty.
4. The leader of The Order can decide where the headquarters of The Order is. It is possible for the headquarters to be in a land that is hostile towards The Order, though this runs the risk of constant conflict.
5. A king/queen may declare war on The Order at any time, and without a fortress, they are prone to siege. However, kings/queens may also declare an alliance with The Order, and also offer to house them in the case of war.
6. The leader may exile anyone from The Order at any time, and if done, that person becomes land-less, thus becoming a rogue. Once exiled, that person cannot join The Order again, so long as the leader is the same one at the time of exile. Joining another land when you are already a part of The Order will be considered abandoning The Order.
7. To become the leader of The Order, there must currently be no human player as the leader. If this is the case, then you must already be within the ranks of The Order to be considered. The NPC leader will confront you and ask you about taking their place, if you prove yourself worthy; saying yes will make you the leader. Requesting to become the leader will lower your chances of being considered. To raise the chances, the more missions you do for The Order makes them notice you more.
8. Unlike kings/queens, the leader can have up to 7 personal guards, though under the same rules that kings/queens acquire them (3k training, starts with the same gear & spells as any one of the three categories etc (read rules on kings&queens)). However, once acquired, these guards can be micromanaged, and used as NPCs of the leader, and do not have to stay in the same topic as the leader. These guards can also level up to a maximum of level 400, and choose a single class. The same levels apply to the guards as for players when it comes to learning spells, leveling up, and learning skills.