Organizations
Note: All organizations are currently listed on this page. They'll be separated later.
- Enclave of Engineers
- Academy of Sages
- Church of Daeus
- Church of Althea
- Church of Angoron
- Knights of the Holy Sword
Angoron The Iron Bodied Order Also known as The Jotunkein, this monkly order reveres a more neutral aspect of Angoron and his ties to the creation of the giant races and the vast levels of endurance strength they possess. Centered in Dran in the Tower of Titans, this monkly order search out members of the Dran or Stormgarde families of northmen in search of Jotunbrud and train them in the physical fighting arts of their ancestors.
The Order Paramount This order of powerful mercenaries consists of soldiers, barbarians and clerics devoted to the tenants of Angoron. They often act as selective mercenaries who operate in different areas of the world and are highly renowned for their tenacity and prowess in battle.
The Contenders of Angoron This organization is considered clergy. The Contenders also act as judges and a warden in contests known as The Tournament Paramount which takes place all across Gaea and is a festival in honor of the Iron Mountain. The members of this clergy of Angoron seek spiritual enlightenment through physical prowess and the responsible use of the physical prowess they gain. Many of them practice this enlightenment through feats of strength that grow increasingly superhuman as time passes. For many of them, the sign of breaking chains and bending bars is an example of both physical strength and spiritual liberation. For those mighty in Angoron, impressive feats of strength such as the pulling up of trees from the ground is within their grasp.
Daeus
The Sunguard: Seeing the Platinum Dragon within the light of the sun, these elite warriors and templars serve as both the guardians of Eduriel’s temples where they stand watch over every hallway, alcove, entryway and sacred altars. But they are also often commissioned as infantry troops and sometimes Battlepriests to battle the forces of shadow. Membership into The Sunguard can begin at early stages of induction into Eduriel’s faith. Their signature armor bears upon it the ceremonial sunburst along with a draconic motif to their helms and shoulder pauldrons. Their helms often hide their features and the great size of their armor add to their stoic appearance as living walls and temple knights.
The Five Talons: It would be naive to assume that simply because Eduriel himself is Lawful Good that there is no need for neutrality in the affairs of his church. He has Lawful Neutral priests and soldiers at his disposal and sometimes they are called into action. This strictly neutral faction targets not the outside but the internal affairs of the large church and they often act as inquisitors, exorcists and judges in the rooting out of corruption and areas in which this church has been infiltrated by outside forces. Brooding, and often silent individuals the activities of The Talons rarely see public light.
The Templars of the Holy Sword: The Templars of the Holy Sword double as an order of Paladins and the military arm of Eduriels church. An organization of Paladins that came into existence during the years following the end of The Millennium Kingdom, The Templars guard The Holy Sword of Ea which is the ancestral heirloom of the ancient Aegean Kings before the corruption of the old empire into Kulthus. The guardianship of the sword is one of their ongoing duties but in addition to that they act as Daemon Hunters and the military faction associated with the Church of Eduriel.
Eluna
The Speakers of the Stars
The heads and ranking members of this order align themselves beneath titles such as Prophet of the Moon who is the most powerful member and effectively the High Priest of Eluna, even to other affiliated factions. This spot is currently vacant. Beneath the Prophet of the Moon are the Hierarchies of the Dreams who are four individuals given titles according to the phases of the Moon (New, Rising, Full, Setting). They themselves are the leaders of the clergy and are drawn from the Keepers of Knowledge, of Fate, of Magic, of the Moon which consists of most of the non elven members of the clergy. Each area here is a faction unto itself, representing an area of dominion that Eluna possesses. To be recognized as a Keeper, one must be a dedicated member of Eluna’s clergy and of the Keepers, those who undertake spiritual quests to prove their worth are known as Elder Keepers.
The Vision Keepers This order is arguably a military armed faction of clergymen who follow Eluna. Composed mostly of non-elves, the followers of this order consist of Paladins and other warriors who often accompany other members of the clergy on quests to recover magical artifacts, locate ancient hoards as well as defend Eluna’s shrines and temples. The head of this order is known as The Wielder of the Star of Tears and represents the sickle phase of the moon.
Gilead
None
Althea
None
Navos
None
Tarien
None
Animus (For reference only)
The Arcane Circle There are not many factions devoted to the tenants of the god of magic and in truth, magic is often considered a solitary and secluded art. But of the factions that do exist, perhaps the most influential to the point that in many ways they act as ‘priests’ of Animus is The Arcane Circle. The Circle is based in the nation they founded and influence to this day; Rune. They are the premier power on the continent in terms of magic study, learning, magical item creation and in general maintain the balance of power where the study of arcane forces and wizardry matter. The strictures of the Arcane Circle are such that they expect all practicing Wizards to learn of their ways and adhere to their philosophies and tenants. Though they do not enforce such things as they did in the old days, many Wizards find it wise and beneficial to adhere to The Circles philosophies and teachings. This does not prevent splinter groups from forming or those who simply pay lip service to the Order from existing.
Cienara
The Faring Folk The Faring Folk of The Vast and the halflings associated with them love the free spirit nature of Ceinara and the passionate aspects of her dogma. They are very loosely associated with her clergy in that they often donate their ‘liberated’ forms of art to shrines and temples whenever they can. Though known in some areas as rogues and vagabonds, the Faring Folk take great care to not vandalize works of art or defile areas that are known for their beauty. Indeed, their own way of life encourages passionate creativity, inspiration and a freedom of thought and life. It’s small wonder that although they are known for their roguish activities in some parts of the world, they are equally known for their music making, artisans and performers in other lands.
Reos
Engineering Enclave The Engineering Enclave pays more homage to the House of Wonders then they do the other half of Chodan’s clergy. Headquartered in Clockwork Point, The Enclave has worked diligently to bring new forms of technology and industry to Gaea in a responsible fashion. They often consult with Chodan’s clergy on the best way to go about doing this and Chodan’s people are more then willing to offer them aid.
Some Female Nature Deity
The Ygdrassil Union
The Union is perhaps the oldest and most true of orders that worships Ellynwyn and venerates the power of nature. Primarily a druid circle, it draws its names and origins from the Tree of Life, Ygdrassil, which once manifested itself in the fae realm known as Quelynos. The Tree, it was said, represented the very lifeforce of the world from branch to roots. In anger, Maugrim sought to destroy the tree but the elves repelled him at cost of their own immortality and homelands. Ellynwyn came to their aid but the tree was wounded by Maugrims black spear. Ellynwyn took the seeds of the tree and spread them across all Gaea. Where the seeds fell the lands became sanctified and in these groves the first mortal druids came to be. Druids who are trained in the tradition of the Ygdrassil Union believe that nature must be kept in a balance and that the lifeforce of the world ebbs and must be preserved at all costs. These Druids focus on the broader picture and the grand scheme of things as opposed to more local issues that smaller Druid Circles may deal with.
Pastoral Shapers: The primary bulk of Ellynwyn’s clergy could be said to be part of this group which consists of men and women who counsel the villages, farming communities and small settlements of the world and teach them how to responsibly use agriculture and the tools of nature. They adhere to the primary dogmas and teachings of Ellynwyn by focusing on the smaller issues and the day to day affairs of the world versus the big picture looked at by the Ygdrassil Union. They use their clerical magic to pray for the blessings of good crops, drive away blights and predators and they gird up their priestly vestments and dig right in at harvest time. Members of these priests are often goodly aligned and focused on the common wellbeing of the world. They rebuke those who abuse nature and are quick to retract Ellynwyn’s blessings from them when they do so. Repentance and a responsible turn around cause these blessings to be restored and the faith of the Earth Mother to smile upon them.
Kor
The Battleguard of Kor: Formidable Soldier-Saints of Kor, The Battleguard are clergy members and soldiers who specialize in every aspect of military affairs. Specializing in training, battle tactics and strategies they are often called on by the military forces of various nations who seek their expertise. Battle Rousers and Champions they seek to inspire those beneath them to epic feats of combat and warfare and they are often exacting task masters and drill sergeants in their attempt to forge a given company of soldiers into the ultimate fighting force. Battleguards often emerge from The Proving Grounds in Dran and spread their efforts all across the continent. Needless to say, they are always welcome in times of war.
The Koren: The Koren is favored amongst less civilized cultures of the world and is most popular amongst barbarians and nomadic races. To them, Kor is not merely a god of war, but the very essence of creation and destruction in a universal sense. This paradox, the notion of the same being having responsibility for both the beginning and the end of all things, is what defines their faith. This viewpoint is heretical to some other factions within Kor’s clergy as the very thought that some ‘weak’ deities are merely another face of Kor is foolishness to them. Other churches and temples are downright insulted by this though most don’t pay it much mind given what they feel to be more then enough contrary evidence existing to not even make dissembling the Koren’s beliefs a worthwhile act. Koren priests do receive divine magic however, and apparently do so from Kor and furthermore they gain access to a domain that Kor’s common clergy do not. (Koren followers may choose from Strength, Destruction, Creation, War and Chaos) which clearly indicates that their gods favor is with them even if their beliefs are different from most.
Vardama
The Basalt Palms The monks of the Basalt Palm are a disparate collection of sects that espouse a variety of paths to enlightenment. At its core, the group reveres Vardama and the cycle of life and death, which all living creatures are bound to. All of them practice a style of combat that is elegant but ruthlessly swift in delivering punishing blows.
Hunters of the Dead With the slowly rising number of paladins offering to lend the strength of their arms to Vardama's cause, in combination with the growing threat of the undead, it was decided that a new group would be sponsored. This group is composed mainly of paladins and clerics, but has a smattering of other classes, particularly rangers. These men and women have dedicated their lives to hunting down and destroying the undead. The recruiting of new members is informal, and the circumstances may differ on a case-by-case basis. The only constant is that joining is on invitation only. The group's internal structure also tends toward informality, with the most experienced members being at the top of the chain of command, but with most members being allowed a wide degree of freedom and discretion regarding their activities. Sufficiently grave threats are usually responded to by a mobilizing of the local members, followed by an organized effort to stop the threat.
Caracoth
Brethren of the Beast This small clergy of Caracoroth’s faith focuses on his ravenous nature and the spirit of hunger and hunting that seems to drive the deity. They believe that ultimately the whole of the world must fall prey to the Jaws of Thirst and that the ending will come when Caracoroth devours the moon at last. They hate fey creatures and indulge in hunting as often as possible, driving forth dangerous prey before them to make sure that the bloody finale takes place in densely populated areas. Villages fall victim to this as desperate wolves, displaceer beasts and more are driven through the hearts of their dwelling places and acts of vandalism are encouraged. Some depraved Druids are part of this circle of individuals as well.
The Children of Garm This potent clergy of Caracoroth call him by the ancient name Garm which means in their own language, Feeder. They believe in the supremacy of were-kind and seek to spread the disease of lycanthropy and to propagate the continued growth of skin changers as a species. They attempt to bring all such beings under their control and they hunt those who attempt to turn away from what they see as the destiny of their kind, and to follow Eluna. They often hunt individuals such as Werebears as abominations against the will of Caracoroth. It is their attempt to always improve on the power presented by lycanthropy and to this end some members of the clergy and other agents are exposed to a powerful ritual. One that combines the best of beasts such as weretigers and werewolves with more immunity to the things that can harm them. These Greater Werewolves, are slowly growing in number. The Children of Garm are one of the few urban focused cults of Caracoroth.
Deimos? (Reference only)
The Guild of the Sly This faction of thieves is stronger then many give them credit for and they operate a number of independent cells in different parts of the land. Part of their strength lies in the core of an established cult of Deimos that centers their politics around an individual known as The Smiling Man, a name obviously taken in homage of Deimos himself. The bulk of the activity of the Guild of the Sly concentrates itself around Veyshan where they can conduct illegal business with a certain degree of anonymity amongst the other herds of bad businessmen. In other cities like Alexandria they operate with a much more traditional thieves guild standard of rules and are quick to adapt to the ever changing political climate.
Vandalheim The city of Vandalheim has long been recognized as the central hub of mercenary, smuggling, thieving activities in south-central Aeryth. Nestled in the Great Desolation, Vandalheim has enjoyed years of relative freedom to do as it wishes although there are times this Bandit Kingdom must contend with the boot or heel of nearby Charn or attempts by Myrrish Allies to root out their corruption. The clergy of Deimos is strong here and welcome along with other faiths but the people of Vandalheim probably feel that Deimos best sympathizes with them and they with him. Parts of Vandalheim are situated in the massive Rift Canyon, which was said to have been formed by the falling sword of one of the gods during the ancient ages.
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The below factions represent additional ones that exist in the game world. Common factions or implied groups such as Temples, Barbarian Clans, or Commerce Guilds may not receive individual files unless especially noteworthy for IC roleplay. Also these files represent orders cemented into the background of the theme and do not necessarily include player founded and funded factions.
Academy of Sages.............The Wizard's of Rune Armsmasters Guild............Guild of Gladiators Engineers Enclave............Techno-Arcane Union Explorers Guild..............Adventurers and Explorers Templars.....................Knights of the Sword Monk Orders..................Some Monkly Orders Paladin Orders...............Paladinic Groups Misc Groups..................Other Factions
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The Academy of Sages and Mage Guilds Symbol: The symbol of the nation of Rune with the statement 'MAGIKA VERITAS' upon it. Type: College Scale: Continental
During the early years of The Third Age, the Convocation of Rune made an extreme effort to re-introduce the notion of trustworthy magic into a world that had been nearly torn to shreds by the misuse of it and the actions of the High Artificers of Kulthus. As part of this effort, a great deal of energy was put forth into educating the masses on the safety of controlled magic and in presenting a face of compliance with local governments. One of the main results of this were a series of arcane schools founded in several prominent nations. These school came to be known as The Academy of Sages.
The primary focus of these academies was the location of those with an aptitude for arcane magic, their training and schooling in the ethics of magic use and the histories of arcane power as taught by Runic Philosophy and then the placing of the fully trained casters into society as contributors to the common welfare of the community and arcane magic at large. Given the habits of hermit wizards, the activities of groups like the Shadow Council of Charn and the general public viewpoint of wizards and high sorcery, the school has and continues to deal with challenges even in this high arcane society.
Continued in Theme Academy of Sages2
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The Armsmasters Guild Symbol: A gladiator's helm with a trident leaning up against it. Type: Fighting Company Scale: Multiregional
Gladiatorial combat is a mainstay of many major cultures and communities all across Gaea but for awhile, as lands grew more prone to industrialization and civilization, the tradition of gladiatorial combat waned until considerably. In western kingdoms, such forms of sport were likely not more then loosely organized matches taking place in taverns on the wrong side of town with little chance for glory and recognition as the notion of bloodsport was becoming more and more uncivilized and unseemly to the wealthy and the nobility. In lands such as Dran or Bludgun and other outlaw lands like Vandalheim, creative effort was maintained, free of law and regulation, to keep such forms of sport interesting, engaging and dangerous with criminals, mercenaries and bandits alike finding such combat an easy outlet for their aggressions. However, this form of entertainment remained largely out of the west.
The rise of the Armsmasters Tournament began to change that. Beginning in Vandalheim but gaining fame, recognition and organization through clergies of Angoron in Dran, the tournament began to attract more then just drunken thugs or back alley brawlers.
Continued in Theme Armsmasters Guild2
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Engineering Enclave (Techno Arcane Union) Symnbol: A mana crystal set atop a large gear Type: Craft Guild Scale: Multiregional
Most Engineers and Crafters the world over hold at least respect for the Engineering Enclave, also called Engineering Enclave, if they are not already members. Technologically inclined nations are usually more than happy to allow the Enclave to have branches in their cities. This usually means the influx of new types of technology, improvements on existing types, and an increase in capability of the nations themselves. Of course it also frequently means unmitigated disasters when contraptions go awry. The Enclave is monetarily backed by a percentage of the patents on the sales of Enclave members designs or produced inventions.
They are also often given grants by governments, wealthy nobles, or merchants, to specifically design items for their use. Gaea is a world of great extremes. From the tiniest halflings, to the massive Beastmen, from the barren desert wastes of the Desolation to the lush forests of Llyranost, this is visible. But there is no greater expanse of extremes in this world than the scope of technologies. Technology levels across the world range from barely the Bronze Age, nomadic tribes who travel by horse, to steam powered, flight capable societies who travel in airships.
Continued in Theme Engineers Enclave2
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Guild of Explorers (Adventurers Guild) Symbol: A compass rose Type: Social Scale: Multiregional
Known simply enough as the Adventurers Guild, the Guild of Explorers has sponsored numerous explorations, archeology digs, mercenary contracts, bodyguards and more throughout the span of its existence. For the average adventurer, especially those just starting out, The Guild is nearly indepensible in its efforts at helping to organize adventurers and to grant them contracts as well as legal means by which they can treasure hunt, explore and contribute to the common good. Relic hunters employed by the Guild of Explorers have been responsible for the restoration of innumerable artifacts, merchants often contact the Guild when in search of fast and cheap protection for their caravans and numerous prospects for work pass through their gates. The Guild of Explorers is a good generic organization by which players can presume that they are a part of and through which they can gain many different contracts, employment and social roleplay.
Continued in Theme Explorers Guild2
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Templars of the Holy Sword Symbol: The Holy Sword of Ea Type: Fighting Company Scale: Multiregional
The Templars of the Holy Sword is a fighting company dedicated to facing and destroying threats of both a demonic and devilish influence while also upholding the virtues of law and righteousness. They draw their origins and their name from the magnificent artifact known as Einlahzer, The Holy Sword of Ea. For an age, the Sword of Ea was the symbol of Eldanar power in the righteous Highborn realm known as The Millennial Kingdom and it is held to be one of the traditional proofs of royalty and sovereignty attributed to the Highest of High Kings. According to legend, the sword was instrumental in the end of the Daemon Wars and the banishing of the avatars of the gods of darkness from the world in the early Third Age.
Following these events and the death of the last High King of the ancient kingdom, the sword was taken and kept in a vault in the capital city of Myrddion through the years of turmoil and political unrest that eventually led to the founding of the Kingdom of the Lion. Today the sword continues to remain in its vault but the knight protectors who served with Elbereth and who bore the sword back to the city went on to found their own order on those lasting principles.
Continued in Theme Templars2
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The following lists some in-theme monk orders that have been developed. As a player, you are allowed to create your own in your backgrounds but you are encouraged to use our existing ones as well for a sense of continuity, belonging and affiliation. Suggestions about multiclassing options are all based upon a monk player using the Monastic Training feat to gain the ability to multiclass.
The Shadow Fists: This is an evil Monkly order that follows the tenants of Taara the Shadow Sorceress and so it accepts half orcs, shadow elves and other evil races into its orders. They believe in the spreading of the will of Taara and often function as agents and assassins who believe that by combining Ki and Arcane Magic they can achieve heights and depths of power not seen by most others. Monks of this order sometimes cross train as Rogues, Sorcerers and Wizards.
Continued in Theme Monk Orderss2
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Paladin Orders are not unheard of and the following entries are meant to describe to you the common affiliations of Paladins on the Emblem of Ea. Remember that multiclassing options are all hinged upon possessing the Knight's Training Feat.
Paladins of Daeus are among the best loved heroes on Arcania. They are often loosely organized into an organization known as The Templars of the Holy Sword, which is based in Ecclesia but has chapter houses in Alexandros, Dragonier, and the Myrrish Kingdoms. These Paladins tend to be more conservatives then their clerical counterparts. Daeus's paladins often serve the will of the local temple of a given community and many multiclass as clerics or fighters.
Paladins of Althea are often compassionate healers and protectors of the weak. They guard the weak and use their healing abilities on others in need. A Paladin of Althea may stop and allow a crime to go unpunished and an evil person to escape in order to heal someone who has been wounded and is in need. Paladins of sometimes cross train as clerics or become Shield Knights or Dwarven Defenders.
Continued in Theme Paladin Orders2
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Gaea is a world where factions and affiliations are a reality. However listing each and every possible faction isn't entirely feasible and not fully in the spirit of things as we're not a game that enforces membership in factions. Being in a faction or part of an established group is still a very good thing and there are some groups and power structures that you should be aware of.
The Underworld: Alexandria has a thriving criminal underworld that may appeal to certain character types. Membership into these groups is not granted upon immediate approval but due to the sensitive nature of these orders, recruitment and raising in rank is handled almost strictly ICly and via roleplay. In recent years, the arrival of a faction known as The Ebon Syndicate caused a crime war that sent chaos rippling through the established under world factions of the city. At present the two most prominent groups are The Ebon Syndicate and a faction simply known as 'The Guild'.
The Guild was formerly known as the Guild of the Sly and was part of a group of multi-national thieves guild that were secretly a cult of Taara and Illotha, among others, behind the scenes. Previously led by a mysterious individual known as 'The Smiling Man', each individual chapter of the Guild of the Sly was unique in and of itself but still loyal to the head guild located in Tashraan in Veyshan. This changed in Alexandria with the toppling of previous guild heads and the establishing of a new order known as The Guild.
The arrival of the mysterious Ebon Syndicate was in part, to blame for this. Their own motives are mysterious as is their leadership and their ultimate goals but they wasted no time in involving themselves in Alexandria's often dirty and convoluted underworld of smuggling, contrabands, drug trafficking and more.
Continued in Theme Misc Groups2
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Local Merchant Guilds: From the Teamsters Union to the Skyguild, there are a number of organizations that base themselves around mercantile transaction and activity in Alexandria and that also represent the local workforce. Most of these guilds deal in fairly mundane everyday things that are simply part of how the world works but a few are particularly powerful and influential economically. The City Council pulls some of its members from members of these guilds and trade and commerce is a very important part of the city.
Ygdrassil Union Alexandros has a small but established sect of the continental druid circle known as the Ygdrassil Union. Precious little public information is known about this group save that there is said to be a grove deep in the Eldwyn Forest. The circle is small and fairly informal, mainly providing local forest dwellers and spiritually minded individuals with a group of like minded individuals for the sharing of information and the joining of forces when dealing with the many local threats to the regions natural balance.
Diplomatic Groups Several of the western kingdoms and even Charn have embassies in Alexandria but not all do. Myrddion, Charn, Dragonier, Rune, Stormgarde, and Dun Mordren are the more prominent ones that have figured into recent historical events. Aids, agents and diplomats come and go related to these particular groups and others that pass through the city on behalf of their countries.
Continued in Theme Misc Groups3
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Temple Affiliations: Most of the major temples located in the city of Alexandria are a faction unto themselves. Players should feel free to make use of these for their roleplay and their backgrounds as members of the various religious orders or classes that help support such groups like clerics and Paladins. All major gods maintain religious groups in accordance to their theme files and those should be referenced when seeking information about the religious groups of the world.
Racial Affiliations: Pay close attention to the theme files on the races if you are thinking about focusing on a racial theme for your roleplay. Ideas for racial affiliations abound from the elves needing to send out a number of agents for their own purposes to a Beastman seeking to make an alliance on behalf of his clan. You have much freedom here and the data is there for you to use it.