Post by Head Moderator on Jan 31, 2012 7:29:55 GMT -5
These organizations can be found in all of the lands of the Obsidian Heart.
Knights of the Grey Banner
Alignment: Good Only
Nearly every kingdom and land has their own knightly order, but this order of knights spans all lands, and they are respected no matter where they go. The knights of any particular land have jurisdiction before the Grey Banners, but if they are the only knight around it is in their capable hands. They accept Knights and Paladins into their order.
Runik
Alignment: Neutral to Good
Runik is under new management with a whole new outlook on the world! No longer an evil crime organization, they are now primarily based around thievery and vigilantism. Their driving purpose is to remind the wealthy people of the world that they are far from invincible, and can be stolen from as easily as anyone else, while also ensuring that those people who can't afford to be stolen from are not, through force if necessary. Nearly every member of the organization, from the lowest rank up to the leadership, is highly trained in disguise, both visually and in how they speak, allowing them to pass as members of various cultures, social circles, religions, etc. as needed for their current task, as well as languages and the typical sneak-thief trades, lockpicking, picking pockets, sneaking and skulking about. Finding a tattoo signifying membership in Runik is also now a lot less reliable. Some of the older members who are still in it may have one, but they are not required to have one any longer. The average person will not have any idea they have dealt with a member of Runik until after they are long gone, if at all.
As far as anyone knows, the leadership of Runik is now in the hands of a single individual, though that cannot be verified with any degree of accuracy, as every description of the leader has contradicted the others in some way or another, with the exception of the golden mask that he or she wears, a plain smiling face which hides every feature of the wearer's face, including the eyes, making any better identification difficult, if not impossible.
Want more info: Talk to psionicwanderer
Skar
Alignment: Evil
What happened to the evil members of Runik who were forced out when the new leader changed the entire purpose of the group? They ended up in the Scarred Lands, and formed their own criminal organization named Skar, due to the fact that all of their Runik tattoos were slashed through, leaving scars through them. New members have taken to getting tattoos as well, which as part of the intitiation into higher levels, are slashed through just like their leaders. As you can imagine, Runik is their prime enemy. They are small, and actively seeking members, and are dipping their fingers into thievery, smuggling, slave trade, and the drug trade.
Seafaring Union "SU"
Alignment: Neutral to Good
While the various kingdoms may have their own merchant or seafaring union or guild, this is the official union for sea vessels in all of Arith. The captains who are part of the Seafaring Union swear to an oath to protect those that travel with them and to give them a decent price. If it's not a SU ship, you may pay less, but you may end up stranded on a reef or sold to the highest bidder. Using a non-SU ship is a risk, but you get what you pay for!
Mages of Wen
Alignment: Neutral to Good
The Mages of Wen are a guild of mages of mostly neutral to good alignments that simply have come together to create a set standard for prices and magical services to the masses of the lands. Most major cities, and many towns have Wen Enclaves within them. Some of these actually have small shops while others simply work from their home. Mages of Wen are known for the royal purple eye shadow that they wear, male and female alike. In fact, it is considered bad form and quite rude for anyone else to wear this particular shade of purple eyeshadow. It is known as "Wen Purple".
White Ravens
Alignment: Good to Neutral
The White Ravens are a group of healers and clerics that are allowed to move across country lines, regardless of the status of war or threat between the countries. They wear either a cloak with a white raven emblazoned upon it, or a black armband with a white raven upon it. This allows them passage into even the thickest of conflicts, for they are there to heal, not fight. They will only defend themselves if they are attacked first.
Mourners of the Threnody Guild
Alignment: Neutral to Good
In times troubled by returning dead which is so prevalent in all of the lands, bereaved survivors often hire professional mourners to sit over the remains. For three days, The Mourner keeps a silent and motionless vigil over the body (and burial if deemed needed) to ensure the dead will not rise.
Each Mourner is a member of the Threnody Guild. The guild trains potential members in their ways, assigns them to areas, and finds them contacts for work. Though few try, only a moderate number of those make it through their training. For those that do, the guild provides a comfortable, but distant and lonely life. The guild fills its ranks from the middle and upper social ranks. While there are a few male Mourners, most are young widows.
Upon being hired, a Mourner will wear black mourning wear. (To be honest, they will often dress in black all the time). They will do more than monitor the Dead for signs of unnatural or shadows, they will help the grieving family deal with their loss and help set affairs in order. Their demeanor is always somber, as befits their job. Their voices trained to be quiet and soothing, just above a whisper. Their stride is confident, but measured.
During The Watch, a Mourner will stay as still and as silent as possible. Usually they will kneel at the graveside or in the funerary home, camouflaged as a mourning family member as not to disturb others. They will not sleep, nor eat, nor drink, nor even speak a word during The Watch. Should The Dead stir, they will strike decapitating The Risen (or staking as appropriate).
If something escapes they feel honor bound to hunt it down and destroy it. They are nearly as tireless as the Risen, so they continue the hunt. However, they are not usually equal in combat to a Risen, so they are quite at risk, and sometimes ask for help from adventuring bands. There are Mourners who specialize in hunting down and destroying The Risen undead. They are called Undertakers.
Mourners train themselves to improve their endurance all the time. Tales of standing for days on ends or being constantly drenched by ice cold water are not untrue. For their vigils, they learn a meditative trance. This allows them to stay aware of their surroundings for their vigils and be ready to strike at the moment of animation. They are known for their Quick Draw skills with their weapons, as well as their aiming (for the beheading strike). While adequate combatants, they are more duelists, looking for a quick end to the affair.
In addition to their combative skills, they are also skilled in all things related to death. They know funerary rites, anatomy, mortuary science, funerary laws, and some forensics (limited by their cultures knowledge). They also know something of ghosts and other spirits. While they are not mediums, they know all the traditions for binding and dismissing an unruly spirit.
Blackfeather
Alignment: Neutral to Evil
The Blackfeather Guild is now the largest criminal organization in the lands since Runik is no longer considered a criminal organization. Blackfeathers have the ability to reach into every aspect of life in the lands. If you have the money, there is very little that the Blackfeather could not get you. While many criminal organizations are more about accruing as much wealth as possible, the Blackfeather has a much more sinister purpose. The simply want control; control of everything. It sees its role as "the grease that makes society's wheels turn". Most higher level members of Blackfeather have a black feather tattoo on their body where they can easily show it when needed.
The leader who goes by the name Mask, constantly uses illusion spells to change the features of his (or her) face, and is wanted throughout the lands for countless crimes. Joining the Blackfeather is not easy, but a skilled individual who proves his or her worth may be able to gain a place on the lowest ranks of the guild. As well, for 150% of the open market price, the Blackfeather Market can get you almost any item for purchase you want. For instance, if you wish a bottle of elven wine only sold in Kir'viir that normally goes for 100 gold a bottle, you can pay a Blackfeather member 150 gold and get it anywhere in the lands.
This is the code of the Blackfeather:
Wayfarers League
Alignment: Any
This interesting organization is devoted to travel, for the sake of travel. They aren't interested in the lore and legends of the land, they are merely interested in seeing as much of the land as they possibly can before they die. If you seek a scout or guide, then you should find the local League, you can find no better guide than a member of this group.
They know, for instance, the last known location of nomadic groups in northern Rumeria, the best way to cross the Oozing Brook, and even where to find the elusive elven city-kingdoms in Kir'viir. Because it's members are rarely in one place for long, there is little formal organization and no central leadership but every city of a decent size has a league station where members file travel reports, submit maps or peruse the maps for future journeys, and share drinks and tales of their travels.
Each League member must help run a station for one month out of every year. The most senior member of that station's staff is the Station Head. Travel reports filed by the members include things such as hazards, encounters they had, weather conditions and anything else that would be useful. Each member carves two small notches in their boot heels which leaves a distinctive track.
To join the League, the prospective member must present a Station Head with two gifts, all originating from at least 200 miles away. One must be a case or box of alcoholic drinks of some sort worth at least 200 gold pieces. If the gifts meet the requirement, their boot notches are carved and celebration ensues. Dues are paid each year of 300 gold pieces, paid at the time of their monthly service to the station where they will work.
Port Union
Alignment: Neutral
Magic is prevalent in our world, and as time passed a group of mages recognized the need to band together to provide fast travel to the masses - for a price of course. This union of mages called the Port Union allows for the standardization of rates and procedures for teleportation travel. It allows clients with the right coin to quickly find mages capable of taking them anywhere they wish to go.
Union offices exist in numerous cities and towns around the land, most are small with only a few mages that work for the office. A secretary works in each office, and when someone comes seeking quick transportation, the mage "on call" is contacted and travel can usually occur within an hour's time. Though in smaller towns where there might be only one union mage, it could take hours or even days to schedule a trip. The Port Union delivers it's customers to any location that can be identified and sufficiently described, though if it is a dangerous or not well described location they reserve the right to refuse. Most peasants of the land would never spend the coin to travel this way, but for adventurers and the wealthy it is often used.
Gemcutter's Guild
Alignment: Any
The guild is the oldest institution of the realms, predating even the royalty in many countries. It was founded by dwarves, and a dwarf has always maintained leadership. The guild decides the prices of gems and has the final word on the grading of the goods the artisans craft within most areas, sometimes also deciding on matters such as the opening of a new mine shaft or the funding of a new town where there used to be just a mining camp.
Current leader: Orvan Deepsoul, Dwarf
The Azure Butterfly Gypsies
Alignment: Any
The Azure Butterfly Gypsies are a group of traveling fortunetellers, healers, and dancers who nomadically travel from town to town, land to land, performing shows, telling fortunes, and dancing. Sometimes they also gain money through black market sales and through prostitution. Higher classes often dub them as vermin, as thieves and cutthroats, which is also often true. Every member of the Butterfly has a tattoo of a butterfly somewhere on their body, and many pierce their eyebrows, noses or ears. An azure butterfly with a black circle around it is painted on all their wagons, and worn on pendants by the Gypsies. They pick up members wherever they go, perhaps a stolen child from an orphanage, or a prostitute found in need of healing they take along with them. Most will not hire anyone that bears the tattoo, but they take care of each other and the community is strong, causing people to usually stay within it for life.
Merchants of the Blue Orb
Alignment: Any
It seems to be a secret organization, but nobody knows for sure. It is a suspicion of many (mostly spies and intelligence organizations).
If one travels, you might notice it. These merchants often specialize in foreign goods, but often buy local produce and products, to trade in other places. In larger cities there will be one to four merchants. In cities or towns there might be one. Many of them seem totally unrelated to the others. Yet they are marked.
Each one has a blue orb on their signage or somewhere in the shop. The various blue orbs in the shop might be a blue ball on the counter or near the till, a blue ball lantern, a blue crystal suncatcher, or blue spot painted on the wall. If shop windows are available, often time the blue sphere will be visible from it.
If pushed, they will say that it is a lucky symbol for certain merchants. If pushed a bit farther, they will say that certain trading companies (foreign usually), will award the blue sphere to those they have had “good dealings” with. By displaying it, they advertise to those of the trading companies that they are good partners.
(Note: If a merchant justs posts up a blue sphere to try and attract the traders, and has not earned it from them, said merchant will often have “accidents”.)
Seafolk
Seafolk greet good friends by pressing their noses together, a ritual called hongi. Carved houses serve as centers of meeting and ceremony, often with intricately decorated totem poles lining the paths. The extended family is the basis of Seafolk society. Little distinction is made between 'mother' and 'aunt' or 'father' and 'uncle' aboard a seafolk vessel. A ship is a family unit, it is both their home and their livelihood. Men stay with their family's ship while women are traded between ships. Polygamy is common, and couples who are infertile or have recently lost a child are often given a child by relatives (usually a child of a different race). A seafolk can go their entire lives without setting foot on land. The captain of a ship is always female, and elected by the females of the ship, but it is the men who choose which females will come aboard a ship by choosing their wives. Since marriage is not always a love match, inter-species marriages are not unusual. Children are adopted in such cases.
Seafolk as a rule do not wage war among themselves. They will defend themselves against others, though the speed of their deep sea vessels tends to end fights. In the conflicts of other nations they have a strict code of neutrality. Spellborn are common among the seafolk, but there are few mages or artificers among their numbers. Anytime two ships meet is a reason for a festival. In addition to the six gods of OH, the Seafolk have a strong tradition of ancestor worship. The dead are returned to the sea, and offerings are made to them. They speak "Sea Common" which is very similar to Thieves Cant.
Most seafolk take the ship they were born upon as their surname.
Known Seafolk Ships:
- Amberwitch
- Greenfly
- Goshawk
- Bulwark
- Castlemane
- Minuet
- Magpie
- Rosaura
- Untamed
- Blackswan
- Dragonfly
- Greenfish
- Marygeorge
Order of Priori Historicus
Alignment: Any
This is a semi-secret society. It is invitation only, as only two members can confirm membership on another. Each city or region has one “circle”. Only a few members in a given circle actually have contact with other circles.
The Order is about the past. It is a collection of people who love history, ancient times, and artifacts of the past. Only people who are really interested in past should be members. A passing interest is not enough. Thus the membership is normally filled by members of Scholars, Merchants, High Ranking Clerics, and Nobles (who have the money and leisure time). The occasional “dashing adventurer” might be a member, retrieving artifacts and going out to the field. They have a love for using ancient languages to send their messages.
Artifacts are gathered and stored at a secret location on Arith. There is only ever one storage warehouse in existence.
Gentlemen of Fortune
Alignment: Neutral
This is a very loosely organized group of gentleman pirates.
Hands of the Harlequin
Alignment: Any
A practical joker's and jester's guild. Some say this group of fools have a secret agenda.
The Camarilla
Alignment: Neutral to Evil
Scourge of the nobility, this band of blackmailers moves among high society freely, ferreting out affairs, corruption and other secrets to profit from the social sins of the nobility. While they generally steer clear of the uppermost echelons of royalty, they are said to have mountains of gossip and evidence of misdeeds on all the families stretching back to the very founding of noble and royal families.
They are always based out of an upper-class inne, tavern or restaurant in the major towns, and are defended from arrest by plausible deniability. It's considered good sense by some of the noble families to agree to pay "protection money" to prevent their secrets from being leaked on a casual basis.
The Camarilla does have some magic and psionic members at their disposal, but mainly they get their information through a labyrinthine network of informants among the noble and servant classes.
Keepers of Names
Alignment: Any
The Keepers of Names are predominantly elderly diviners, unusually beatific and removed from the cares of the world. They rarely or never speak in public, and are frequently found in deep reverie over a flower or an insect. The distracted air comes from a lifetime of intense study, away from any normal interaction. It takes years of the most rigorous practice to discover the True Name of anything, let alone the more powerful sentient beings. To know a True Name is said to induce a state of euphoric oneness with the thing itself; The greater the power of the Name, the deeper the euphoric state.
Council of the Triple Crescent
Purpose: Preserving and educating spellborn.
Leadership: Council of Three
The Council of the Triple Crescent is dedicated to locating, teaching, and even breeding spellborn. Spellborn are the rarest type of mages born in this world, even rarer than psions and so they are to be protected and trained.
All spellborn regardless of their alignment are invited to the Council upon discovery of their talent. A small triple crescent is tattooed in a discreet location upon initiation.
Their rules are simple:
Nefarious Works Guild
Where the Obsidian Heart Adventuring Company, run by the red headed vixen known as Maria, is the premiere adventuring company in Arith, others of varying… reputations also exist. Skar and the Blackfeathers are such examples, but where they’re organizations focused on gaining their own personal power and influence by controlling those around them the Nefarious Works Guild looks for a life of dark intentions and wealth. Nefarious Works is the darkness that combats the light. Instead of saving a village, Nefarious Works will send their members to torment it. Instead of finding and removing a threat to the community Nefarious Works will seek out and empower it, or perhaps be the ones who freed it to begin with. Where some find profit and enjoyment in order and good deed, NW finds profit and enjoyment in chaos and acts of evil. For further details click here.
The Ferrymen
Alignment: Evil
If it has to do with slavery, then the Ferrymen have a hand in it. Moving slaves, acquiring them, training them - they do it all.
Argentum Arx
Translated from Ancient to mean the "Silver Citadel", this is a world-spanning organization of loan sharks.
The Velvet Hand
Alignment: Neutral to Evil
The Velvet Hand have been in existence for centuries, though they have always remained small and elite. They are well-trained assassins. The black garbed figures are not only masters of stealth and entry (able to breach any defenses), they are strong and fast. Many try to hire them, but The Velvet Hand is extremely selective over which targets they will accept. The Hand will always leave a “calling card” so people know the Death is theirs, one black velvet glove. Woe be it to any fool trying to frame them, The Hand will kill them in usually a horrible manner. They sometimes send letters to those in charge telling them that they killed a certain person, so no one else would be punished for their deeds. They keep the other velvet glove as a souvenir of their kill.
The Syndicate
Alignment: Neutral - Chaotic - Evil
The Syndicate is an organization that prides itself on the fact that they do what they want, when they want. The members of The Syndicate are the whore mistresses, thieves, assassins and other unsavory types of citizen of Arith, and beyond. They lie, they cheat and they steal, whether its heart or coin, they do it, not because they feel the need, but because they want to and because they can.
Rumor has it that their base of operations is floating, high above the borders of Doxenia and Rumeria but no one can really no for sure. Their leader, a woman only known by her moniker Vixen, is so secretive about their inner workings, that should an outsider learn anything about them, they are known to suddenly disappear.
High ranking members of The Syndicate have a tattoo at the base of their spine, a crossed pistol and blade. It is said that through this tattoo, any member of The Syndicate can contact the other, no matter where they are in the world.
Current Holdings (Unknown to the world):
Bullet and Blade inn - Drowsing, Doxenia
The Red Hood - Westby, Doxenia
The Bitter End - Navahla, Sarkotos
Watchers for the Coming Sunset
This bardic organization study one rather esoteric subject: apocalypses. They seek out signs that the end of the world is coming and pore over ancient prophecies in search of ways to prevent certain doom. The Watchers began as an academic group studying various cultures’ myths about the end of the world. From there, its researchers branched out into examining the demise of past civilizations, the role of
deities in the end of the world, and how powerful magic could result in vast destruction.
Organization: Fifteen ranks exist within the organization. These ranks rarely have specific duties attached to them; they merely establish hierarchy and accord status. Members receive promotions by bringing new apocalyptic lore to light or helping to stave off cataclysms. A remote mountain citadel serves as the organization’s worldwide headquarters. There, a group of five hooded members known as the High Council provides guidance on significant issues and settles matters of policy. Because the headquarters is so remote, however, the Watchers handle mundane issues on a regional basis.
Lowest to Highest Rank:
Calm amid the Storm
Proof against Mayhem
Planter of the New Seed
Guardian of the Day to Come
Candle amid the Darkness
Beholder of the Infinite
Doombane
Bringer of Solace
Denier of Fate
Shield to the Unknowing
Flower among the Ruins
Craver of Tomorrow
Walker of the Mystery-Path
Shepherd to All
He (or She) Who Does Not Yield
Activities: The Watchers do more than just study how the world might end; they actively try to prevent civilization-destroying events. A decade ago, a group of Watchers destroyed the Key of Churik-Va, which could have unleashed a world-eating
plague of extradimensional insects. Currently, one group of Watchers is studying ancient scrolls that speak of an “unquenchable black-flame wave,’’ and another is hunting for the eleven vampiric unicorns destined to slay the last living elf-child.
Recently, a secret splinter group has formed within the Watchers. Its members believe that a coming apocalypse will bring rebirth in the wake of ruin. Therefore, they seek to hasten, rather than prevent, cataclysms. Success with such an effort would doubtless cause a schism within the remaining membership.
Distinctions: The motto of the Watchers for the Coming Sunset is “It Shall Not Unravel.” Watchers tend to be secretive, so they use code phrases, sign language,
and secret handshakes to identify each other.
Admission: Candidates for membership must present themselves before the High Council at the mountain citadel for testing. Finding the place is difficult enough, but getting there is also a challenge because the surrounding wilderness is full of monsters and other dangers. Those who attain the citadel must pass an oral examination in arcana, history, the planes, or religion. A successful Knowledge check (DC 20) in the appropriate area earns admission.
Unseen Sisters
Unfailingly, sovereigns, nobles, courtiers, and other important dignetaries depend on strong sword arms for protection. While most hired bodyguards are heavily armored fighters who rely on intimidation and skill in battle to protect their charges, some use more subtle tactics. Among the latter are the members of the Unseen Sisterhood, whose skills of deception and surprise know no peer.
Although history has forgotten the names of the first women who dedicated their lives to protecting their social superiors, the techniques and subtleties they created still see use today. The Unseen Sisters, founded many centuries ago, refined these methods even as their organization evolved from a handful of dedicated but secretive bodyguards serving a queen and her daughters to an independent and ever-growing guild operating on a worldwide stage.
The Unseen Sisters dedicate themselves to protecting noble ladies and other women holding power or prestige. The sisterhood trains its members in a variety of fields, from personal combat tactics to good manners. the most important skills are in deceitfulness. Members of the sisterhood act as servants, chambermaids, teachers, chaperones, babysitters, nannies, and simple companions to the noblewomen they protect. As such, most people fail to realize they are lethal combatants able to defend those in their care. The lady in charge of the entire organization is known as the Head Mistress.
The Mindsmoothers
Mindsmoothers are a loose organization of empathic creatures, there is no leader, it is more for support than any type of controlled grouping. The Mindsmoothers are known to have loosely organized bands that travel from town to town offering their services in these regions. Some local populaces and nobles grant them gifts and privileges such as horses, free room and board or protection. Many Mindsmoothers follow the Goddess of Peace. Mindsmoothers are those sentient beings who share a common ability to sense and soothe emotions. They are marked by an early empathic sensitivity to others' pains and feelings, and even as children try to comfort those who are crying or upset around them. As they become adolescents, they often experience extreme emotional swings while they try to adjust to their rapidly changing abilities. They can come from any race, or level of their society, although they are more common in some races than others. Most elves, for example, have some faint mindsmoothing skills, while dwarven mindsmoothers are few and far between. It is not unusual to have a higher proportion of female mindsmoothers than males, in adolescence; however, the genders usually re-balance by early adulthood. Some human males have not recognized their abilities until forty or fifty years old, while nymphs and half-nymphs, on the other hand, display talents very early - sometimes as young as three or four years. In rare cases, gifted individuals decide to employ their ability to affect emotions for selfish or malevolent purposes. These so-called "Mindmeddlers", who do not heal and soothe, but cause harm and distress, are rejected from the Mindsmoothers and are their own offshoot of the Mindsmoothers.
The Mindmeddlers
The Mindmeddlers as some call them, are rogue Mindsmoothers. "Mindsmoothers" are gifted individuals who have the ability to affect emotions. They use these gifts to soothe others, calm them, and to help cure maladies of the mind. While Mindsmoothers use their gift only for the benefit of others, these despicable creatures use them for their own selfish reasons, or even with malevolent intent. They have the abilities to affect the emotions of others and their states of mind. They can cause one to feel anger, confusion, jealousy, detachment, and any other emotions. They've also learned to harness and control mindlashes, but only a few very powerful ones can cause permanent damage. Mindlashes are an involuntary reaction when a Mindsmoother becomes scared, upset, or angry, the reason that they avoid such emotions. They cause the mind to become temporarily or permanently mangled, and may cause headaches, blindness, and temporary insanity. Mindmeddlers are also known as "Mindmanglers", "Dark Mindsmoothers", or "Troubling Souls".
Religious
The Common Church
The Common Church revere the Six Primal Gods who watch us from the Shadows. It is the main religion of the lands of Arith and you will be able to find massive cathedrals to small shrines all throughout the lands.
Order of the Six
This is a strictly paladin order that has existed since ancient times. It is not nearly as widespread and popular as it once was, but they are still respected by the populace in most areas. Only paladins are invited to this order.
Devotees of the Shining Path
This "religion" does not rely on any gods or magic, but supported only by the power of the goodness of the hearts of men, of ushering in a new era in which man takes hold of his own destiny and emancipated himself from all outside shackles. There are still far more people worshiping the gods than following the Shining Path, but they have monasteries and halls in every kingdom and realm in OH.
The Shining Path is dedicated to furthering study in all non-magical fields so as to empower mankind as much as possible to take hold of its own destiny. Its foundational tenets are that of peace, harmlessness, enlightenment and education. Consequently, devoted followers of the Shining Path are often educated and work actively to educate the common population.
Although it rejects the authority of the gods, the Shining Path nonetheless maintains that it has no qualms with the gods or their followers. It does however reject the practice of magic as a poisoned chalice which promises much but ultimately delivers only disaster, as mankind do not know how to control it properly and as such is not to be touched. Unlike worship of the gods, followers of the Shining Path actively discourage the practice of magic, although still by peaceful means of dialogue and education.
The Shining Path has a dedicated monastic order established to allow followers to devote themselves fully to the holy life he preached which has widespread influence and hundreds of monasteries and churches throughout the world.
It is not uncommon for the common people to practice a hybrid of the Shining Path and other religions, acknowledging the doctrine of man taking hold of his own destiny through education and enlightenment, rejecting magic, but still paying homage to gods and spirits to receive good fortune in all kinds of matters.
The Trust
Alignment: Neutral to Evil
The Trust are the core group of clerics that have secretly banded together to influence the lands. Members join for various reasons, but it is a group of neutral to evil aligned clerics for no good cleric would find the goals of the Trust palatable. The Trust seeks to plant someone inside every royal and noble court in the lands, and then slowly and intricately begin to influence the happenings of that court and land. Some join and work as an Trustee because they feel that a certain royal family are simply not worthy of the title, some more nefarious reasons are for power over lands, nobles, and individuals. They create intricate schemes and plots that may include kidnappings and assassinations but most Insiders work for years - even decades - gaining the trust of the individual noble or royal they are influencing so that when they suggest a turn of events or choice to be made, they are trusted enough to be followed. The final goal of the Trust is unknown at this time.
They communicate through a code system that uses their various holy texts and tomes. This code system switches every so often, so one must be in the loop currently to be able to receive and send messages to the leaders. This is a secret organization and at this time no one is the wiser, though some ex-Trustees have spread rumors of the group. Though the Trust are so powerful that any rumors spread are quickly squashed, and there are very few ex-Trustees alive for very long. Though unknown, the actual leaders of the Trust are powerful members of religious orders in various kingdoms; some so squeaky clean and apparently good aligned none would ever consider the intrigue and darkness behind closed doors. One does not seek to join the Trust, and any that happen to hear of them and seek to join do not live very long. You don't find them, they find you.
Trustees all go by a code name, and the leader is simply known as "The Key". Some of the names of prominent Insiders are "Gold Fox", "White Raven", and "Sheath".
Druids of the Silver Oak, or "Dderwydd Chymdeithas"
Alignment: Neutral to Good
Most major forests in the lands are the site of a druidic order, and most of these orders belong to the Dderwydd Chymdeithas (pronounced approximately: therWITH KhimdeiTHAS); though called Druids of the Silver Oak to most. While just about all druids wear white robes upon reaching the highest rank, only Silver Oak Druids are allowed to embroider these with silver thread, placing silver oak leaves on their robes and sashes. This druid organization has been in existence for so long that true records of it's beginnings do not exist as it was passed down by lorekeepers. It is popularly believed that an elven druid started this group, and it spread from Kir'viir throughout the lands over the generations. This groups protects the secret culture, knowledge and rituals in the Druidic language.
Nine regional gatherings, or Eisteddfod, comprise the Silver Oak. Within each, nine high level druids preside over all others. Three powerful druids circulate among the gatherings. An Eisteddfod convenes at Spring (Gwanwyn) and winter (Gaeaf) conjuctions, as well as once per month for the ritual worship of the druidic deities.
Seven orders, called Gorsedd, exist among and answer to the regional gatherings. Each Gorsedd specializes in a specific art druids consider important or sacred.
Borthfforia: Tasked with understanding the planes and interplanar travel, members of this order explore and chart the planes. This vigilance helps forewarn the Silver Oak druids of unwelcome arrivals from other planes.
Gwir: Concerned with understanding the One Life and Truth, the Gwir are students of morality and philosophy. They seek to awaken creative genius through sensory depravation, spending days in the darkness and quiet of mound chambers.
Hallta: Scattered among craggy seaside rocks and spits of land, members of this loose-knit order live by, on, and under the sea. Informally called the "Salts", they are relied on for covert trans-oceanic communications.
Hofydd: Healers and seers, these druids use natural cures mixed with magic to aid the injured and dying. Hofydd also seek to understand and develop natural powers of the mind, such as with psionics.
Nial: Known to the outside world as Retributors, these hunters of aberrations and the undead strike hard and fast. The combat focused Nial occasionally call on local allies such as the Mourners to complete their work.
'R Rhosyn: The 'R Rhosyn seek out and identify the natural world's trasures to establish a means of protecting them. The order specializes in restoring damaged environments and protects a vast but secret seed bank.
Saer: The Saer expand and protect the ancient knowledge of astronomy and engineering. They design and build the Silver Oak's largest cairns, tombs, mounds and celestial observatories.
Order of the Celestial Sky
This order of priests worship no god in particular but watch the heavens for signs from the beings beyond. Housed in grand cathedrals that are both places of worship and great observatories where the grand cosmos can be witnessed. In the center of study are reproductions and scaled models of great spheres, moving in paths matching that of their celestial partner, in smaller scale though. In this way, the seasons can be measured, the years, months, days, hours and minutes correctly pronounced. Certain conditions of the moons and favorable positions of stars and planets are predicted and discussion and research are the order of each day. Because of the knowledge of the stars and the planets beyond and how they affect or will affect the world the priesthood is consulted by many, from farmers to Kings. Though not a superstitious practice, the priesthood will log auspicious signs, like passing comets, and tie them to the events of the world, that they can watch for those events to repeat for good or to prevent them happening again.
The one major taboo and most punishable act is to forge or change records for favorable or negative result, which is punishable by death or expulsion.
Our Lady of Silence
The followers of Our Lady of Silence revere a saint named Ruth. Due to the Blessed Ruth’s deafness, her adherents venerate silence. Ruth lived permanently in a holy silence, and so do they aim to. Though blind, Ruth could still perceive the world and, perhaps due to this, the Order venerates knowledge and scholarship. Furthermore, many are mystics, pursuing the arts of prophesy and divination - it is not unknown for a particularly devout monk or priest of Silence to blind themselves to devote himself more fully to the “other sight”.
The Blessed Ruth herself is considered to be both immortal and divine. She wanders the world, ageless and undying. Her appearance is that of a woman in her fifties, yet one who carries her years lightly and who is still beautiful. Her hair is as black as night; her skin pale as moonlight, her carriage and figure stately and elegant.
Though blind and deaf she has no difficulty finding her way; however, she is not omnipresent and can travel from one place to another no faster than a normal human could. However, by foresight she knows where she will be needed. Ruth is said to often test mortals; those who aid her - a blind and deaf woman - freely and unstintingly (particularly if they do so despite having some other pressing purpose driving them) will receive her aid, either by wise council or by direct blessing or intervention.
Churches of Silence are designed to be unobtrusive and to blend in with the surroundings. The architecture is cunningly designed to cut off the noise of the outside world and to muffle any sounds made within. Most Silence churches are found in cities or large towns – the denomination is not large enough to have churches in small villages. The majority of people drawn to silence worship fall in to three categories: reclusive and solitary individuals who are at home with silence; certain people, often wealthy or scholars, who are slightly withdrawn from the world and who have come to find great spiritual meaning in Silence and the underclasses: thieves and assassins who live by stealth and silence and who thus see it as the natural power to worship. Naturally, the priests of Silence do not condone such actions; however, the ability to move with true silence is greatly admired and, as such, many great assassins believe that Ruth is served by their work. Maybe she is.
The Eyes of the Forgotten
Some scholars and religious historians believe that nothing in this world, and universe, can be utterly destroyed. Burn wood with fire and it turns to heat and ash. Allow water to dry, evaporate and it turns to clouds and rain. Bury a body in the ground, only for it to be consumed by smaller creatures to keep the circle of life continuing. In a basic sense this is true. In the divine sense, it takes on much larger proportions.
The thought is, how can you kill something that is so vast, so powerful, and so infinite as a god? You can’t. Some claim that as wood turns to ash when burned, so does the essence of the fallen god. Except with something so vastly more powerful than ash is left behind. It is said that the gods who have died or who are lost are no longer in their true form but as near to their basic form as possible.
What that means is that the gods thought lost or who have died in the divine battles are not gone. Although they do not answer prayers in the same fashion as before, they are still alive, only changed. They are walking among the mortals of the world in guises no mortal could comprehend. While they still retain a portion of their memories and a small amount of their abilities and powers, they are still mortal. They do not age as fits their divine birth but they can be killed. All know this and usually stay from harms way as often as possible.
The living gods have little knowledge of their former companions as they are assumed dead or gone completely. They put them from their mind and ignored the signs of their passing. If the truth was determined they would simply ignore them as insignificant mortals like the rest, not knowing that the small bug that bites can cause a house to fall if not checked.
There are those that still revere these forgotten deities, a small cult of worshippers of various dead gods who are trying to revive them.
Knights of the Grey Banner
Alignment: Good Only
Nearly every kingdom and land has their own knightly order, but this order of knights spans all lands, and they are respected no matter where they go. The knights of any particular land have jurisdiction before the Grey Banners, but if they are the only knight around it is in their capable hands. They accept Knights and Paladins into their order.
Runik
Alignment: Neutral to Good
Runik is under new management with a whole new outlook on the world! No longer an evil crime organization, they are now primarily based around thievery and vigilantism. Their driving purpose is to remind the wealthy people of the world that they are far from invincible, and can be stolen from as easily as anyone else, while also ensuring that those people who can't afford to be stolen from are not, through force if necessary. Nearly every member of the organization, from the lowest rank up to the leadership, is highly trained in disguise, both visually and in how they speak, allowing them to pass as members of various cultures, social circles, religions, etc. as needed for their current task, as well as languages and the typical sneak-thief trades, lockpicking, picking pockets, sneaking and skulking about. Finding a tattoo signifying membership in Runik is also now a lot less reliable. Some of the older members who are still in it may have one, but they are not required to have one any longer. The average person will not have any idea they have dealt with a member of Runik until after they are long gone, if at all.
As far as anyone knows, the leadership of Runik is now in the hands of a single individual, though that cannot be verified with any degree of accuracy, as every description of the leader has contradicted the others in some way or another, with the exception of the golden mask that he or she wears, a plain smiling face which hides every feature of the wearer's face, including the eyes, making any better identification difficult, if not impossible.
Want more info: Talk to psionicwanderer
Skar
Alignment: Evil
What happened to the evil members of Runik who were forced out when the new leader changed the entire purpose of the group? They ended up in the Scarred Lands, and formed their own criminal organization named Skar, due to the fact that all of their Runik tattoos were slashed through, leaving scars through them. New members have taken to getting tattoos as well, which as part of the intitiation into higher levels, are slashed through just like their leaders. As you can imagine, Runik is their prime enemy. They are small, and actively seeking members, and are dipping their fingers into thievery, smuggling, slave trade, and the drug trade.
Seafaring Union "SU"
Alignment: Neutral to Good
While the various kingdoms may have their own merchant or seafaring union or guild, this is the official union for sea vessels in all of Arith. The captains who are part of the Seafaring Union swear to an oath to protect those that travel with them and to give them a decent price. If it's not a SU ship, you may pay less, but you may end up stranded on a reef or sold to the highest bidder. Using a non-SU ship is a risk, but you get what you pay for!
Mages of Wen
Alignment: Neutral to Good
The Mages of Wen are a guild of mages of mostly neutral to good alignments that simply have come together to create a set standard for prices and magical services to the masses of the lands. Most major cities, and many towns have Wen Enclaves within them. Some of these actually have small shops while others simply work from their home. Mages of Wen are known for the royal purple eye shadow that they wear, male and female alike. In fact, it is considered bad form and quite rude for anyone else to wear this particular shade of purple eyeshadow. It is known as "Wen Purple".
White Ravens
Alignment: Good to Neutral
The White Ravens are a group of healers and clerics that are allowed to move across country lines, regardless of the status of war or threat between the countries. They wear either a cloak with a white raven emblazoned upon it, or a black armband with a white raven upon it. This allows them passage into even the thickest of conflicts, for they are there to heal, not fight. They will only defend themselves if they are attacked first.
Mourners of the Threnody Guild
Alignment: Neutral to Good
In times troubled by returning dead which is so prevalent in all of the lands, bereaved survivors often hire professional mourners to sit over the remains. For three days, The Mourner keeps a silent and motionless vigil over the body (and burial if deemed needed) to ensure the dead will not rise.
Each Mourner is a member of the Threnody Guild. The guild trains potential members in their ways, assigns them to areas, and finds them contacts for work. Though few try, only a moderate number of those make it through their training. For those that do, the guild provides a comfortable, but distant and lonely life. The guild fills its ranks from the middle and upper social ranks. While there are a few male Mourners, most are young widows.
Upon being hired, a Mourner will wear black mourning wear. (To be honest, they will often dress in black all the time). They will do more than monitor the Dead for signs of unnatural or shadows, they will help the grieving family deal with their loss and help set affairs in order. Their demeanor is always somber, as befits their job. Their voices trained to be quiet and soothing, just above a whisper. Their stride is confident, but measured.
During The Watch, a Mourner will stay as still and as silent as possible. Usually they will kneel at the graveside or in the funerary home, camouflaged as a mourning family member as not to disturb others. They will not sleep, nor eat, nor drink, nor even speak a word during The Watch. Should The Dead stir, they will strike decapitating The Risen (or staking as appropriate).
If something escapes they feel honor bound to hunt it down and destroy it. They are nearly as tireless as the Risen, so they continue the hunt. However, they are not usually equal in combat to a Risen, so they are quite at risk, and sometimes ask for help from adventuring bands. There are Mourners who specialize in hunting down and destroying The Risen undead. They are called Undertakers.
Mourners train themselves to improve their endurance all the time. Tales of standing for days on ends or being constantly drenched by ice cold water are not untrue. For their vigils, they learn a meditative trance. This allows them to stay aware of their surroundings for their vigils and be ready to strike at the moment of animation. They are known for their Quick Draw skills with their weapons, as well as their aiming (for the beheading strike). While adequate combatants, they are more duelists, looking for a quick end to the affair.
In addition to their combative skills, they are also skilled in all things related to death. They know funerary rites, anatomy, mortuary science, funerary laws, and some forensics (limited by their cultures knowledge). They also know something of ghosts and other spirits. While they are not mediums, they know all the traditions for binding and dismissing an unruly spirit.
Blackfeather
Alignment: Neutral to Evil
The Blackfeather Guild is now the largest criminal organization in the lands since Runik is no longer considered a criminal organization. Blackfeathers have the ability to reach into every aspect of life in the lands. If you have the money, there is very little that the Blackfeather could not get you. While many criminal organizations are more about accruing as much wealth as possible, the Blackfeather has a much more sinister purpose. The simply want control; control of everything. It sees its role as "the grease that makes society's wheels turn". Most higher level members of Blackfeather have a black feather tattoo on their body where they can easily show it when needed.
The leader who goes by the name Mask, constantly uses illusion spells to change the features of his (or her) face, and is wanted throughout the lands for countless crimes. Joining the Blackfeather is not easy, but a skilled individual who proves his or her worth may be able to gain a place on the lowest ranks of the guild. As well, for 150% of the open market price, the Blackfeather Market can get you almost any item for purchase you want. For instance, if you wish a bottle of elven wine only sold in Kir'viir that normally goes for 100 gold a bottle, you can pay a Blackfeather member 150 gold and get it anywhere in the lands.
This is the code of the Blackfeather:
Do what you’re told by your superiors.
Always look out for ways to make money for the Blackfeather.
Do not hide or hold back money from the Blackfeather.
Respect your superiors and the Guild in general.
Don’t get caught.
If you do get caught, keep your mouth shut.
Wayfarers League
Alignment: Any
This interesting organization is devoted to travel, for the sake of travel. They aren't interested in the lore and legends of the land, they are merely interested in seeing as much of the land as they possibly can before they die. If you seek a scout or guide, then you should find the local League, you can find no better guide than a member of this group.
They know, for instance, the last known location of nomadic groups in northern Rumeria, the best way to cross the Oozing Brook, and even where to find the elusive elven city-kingdoms in Kir'viir. Because it's members are rarely in one place for long, there is little formal organization and no central leadership but every city of a decent size has a league station where members file travel reports, submit maps or peruse the maps for future journeys, and share drinks and tales of their travels.
Each League member must help run a station for one month out of every year. The most senior member of that station's staff is the Station Head. Travel reports filed by the members include things such as hazards, encounters they had, weather conditions and anything else that would be useful. Each member carves two small notches in their boot heels which leaves a distinctive track.
To join the League, the prospective member must present a Station Head with two gifts, all originating from at least 200 miles away. One must be a case or box of alcoholic drinks of some sort worth at least 200 gold pieces. If the gifts meet the requirement, their boot notches are carved and celebration ensues. Dues are paid each year of 300 gold pieces, paid at the time of their monthly service to the station where they will work.
Port Union
Alignment: Neutral
Magic is prevalent in our world, and as time passed a group of mages recognized the need to band together to provide fast travel to the masses - for a price of course. This union of mages called the Port Union allows for the standardization of rates and procedures for teleportation travel. It allows clients with the right coin to quickly find mages capable of taking them anywhere they wish to go.
Union offices exist in numerous cities and towns around the land, most are small with only a few mages that work for the office. A secretary works in each office, and when someone comes seeking quick transportation, the mage "on call" is contacted and travel can usually occur within an hour's time. Though in smaller towns where there might be only one union mage, it could take hours or even days to schedule a trip. The Port Union delivers it's customers to any location that can be identified and sufficiently described, though if it is a dangerous or not well described location they reserve the right to refuse. Most peasants of the land would never spend the coin to travel this way, but for adventurers and the wealthy it is often used.
Gemcutter's Guild
Alignment: Any
The guild is the oldest institution of the realms, predating even the royalty in many countries. It was founded by dwarves, and a dwarf has always maintained leadership. The guild decides the prices of gems and has the final word on the grading of the goods the artisans craft within most areas, sometimes also deciding on matters such as the opening of a new mine shaft or the funding of a new town where there used to be just a mining camp.
Current leader: Orvan Deepsoul, Dwarf
The Azure Butterfly Gypsies
Alignment: Any
The Azure Butterfly Gypsies are a group of traveling fortunetellers, healers, and dancers who nomadically travel from town to town, land to land, performing shows, telling fortunes, and dancing. Sometimes they also gain money through black market sales and through prostitution. Higher classes often dub them as vermin, as thieves and cutthroats, which is also often true. Every member of the Butterfly has a tattoo of a butterfly somewhere on their body, and many pierce their eyebrows, noses or ears. An azure butterfly with a black circle around it is painted on all their wagons, and worn on pendants by the Gypsies. They pick up members wherever they go, perhaps a stolen child from an orphanage, or a prostitute found in need of healing they take along with them. Most will not hire anyone that bears the tattoo, but they take care of each other and the community is strong, causing people to usually stay within it for life.
Merchants of the Blue Orb
Alignment: Any
It seems to be a secret organization, but nobody knows for sure. It is a suspicion of many (mostly spies and intelligence organizations).
If one travels, you might notice it. These merchants often specialize in foreign goods, but often buy local produce and products, to trade in other places. In larger cities there will be one to four merchants. In cities or towns there might be one. Many of them seem totally unrelated to the others. Yet they are marked.
Each one has a blue orb on their signage or somewhere in the shop. The various blue orbs in the shop might be a blue ball on the counter or near the till, a blue ball lantern, a blue crystal suncatcher, or blue spot painted on the wall. If shop windows are available, often time the blue sphere will be visible from it.
If pushed, they will say that it is a lucky symbol for certain merchants. If pushed a bit farther, they will say that certain trading companies (foreign usually), will award the blue sphere to those they have had “good dealings” with. By displaying it, they advertise to those of the trading companies that they are good partners.
(Note: If a merchant justs posts up a blue sphere to try and attract the traders, and has not earned it from them, said merchant will often have “accidents”.)
Seafolk
Seafolk greet good friends by pressing their noses together, a ritual called hongi. Carved houses serve as centers of meeting and ceremony, often with intricately decorated totem poles lining the paths. The extended family is the basis of Seafolk society. Little distinction is made between 'mother' and 'aunt' or 'father' and 'uncle' aboard a seafolk vessel. A ship is a family unit, it is both their home and their livelihood. Men stay with their family's ship while women are traded between ships. Polygamy is common, and couples who are infertile or have recently lost a child are often given a child by relatives (usually a child of a different race). A seafolk can go their entire lives without setting foot on land. The captain of a ship is always female, and elected by the females of the ship, but it is the men who choose which females will come aboard a ship by choosing their wives. Since marriage is not always a love match, inter-species marriages are not unusual. Children are adopted in such cases.
Seafolk as a rule do not wage war among themselves. They will defend themselves against others, though the speed of their deep sea vessels tends to end fights. In the conflicts of other nations they have a strict code of neutrality. Spellborn are common among the seafolk, but there are few mages or artificers among their numbers. Anytime two ships meet is a reason for a festival. In addition to the six gods of OH, the Seafolk have a strong tradition of ancestor worship. The dead are returned to the sea, and offerings are made to them. They speak "Sea Common" which is very similar to Thieves Cant.
Most seafolk take the ship they were born upon as their surname.
Known Seafolk Ships:
- Amberwitch
- Greenfly
- Goshawk
- Bulwark
- Castlemane
- Minuet
- Magpie
- Rosaura
- Untamed
- Blackswan
- Dragonfly
- Greenfish
- Marygeorge
Order of Priori Historicus
Alignment: Any
This is a semi-secret society. It is invitation only, as only two members can confirm membership on another. Each city or region has one “circle”. Only a few members in a given circle actually have contact with other circles.
The Order is about the past. It is a collection of people who love history, ancient times, and artifacts of the past. Only people who are really interested in past should be members. A passing interest is not enough. Thus the membership is normally filled by members of Scholars, Merchants, High Ranking Clerics, and Nobles (who have the money and leisure time). The occasional “dashing adventurer” might be a member, retrieving artifacts and going out to the field. They have a love for using ancient languages to send their messages.
Artifacts are gathered and stored at a secret location on Arith. There is only ever one storage warehouse in existence.
Gentlemen of Fortune
Alignment: Neutral
This is a very loosely organized group of gentleman pirates.
Hands of the Harlequin
Alignment: Any
A practical joker's and jester's guild. Some say this group of fools have a secret agenda.
The Camarilla
Alignment: Neutral to Evil
Scourge of the nobility, this band of blackmailers moves among high society freely, ferreting out affairs, corruption and other secrets to profit from the social sins of the nobility. While they generally steer clear of the uppermost echelons of royalty, they are said to have mountains of gossip and evidence of misdeeds on all the families stretching back to the very founding of noble and royal families.
They are always based out of an upper-class inne, tavern or restaurant in the major towns, and are defended from arrest by plausible deniability. It's considered good sense by some of the noble families to agree to pay "protection money" to prevent their secrets from being leaked on a casual basis.
The Camarilla does have some magic and psionic members at their disposal, but mainly they get their information through a labyrinthine network of informants among the noble and servant classes.
Keepers of Names
Alignment: Any
The Keepers of Names are predominantly elderly diviners, unusually beatific and removed from the cares of the world. They rarely or never speak in public, and are frequently found in deep reverie over a flower or an insect. The distracted air comes from a lifetime of intense study, away from any normal interaction. It takes years of the most rigorous practice to discover the True Name of anything, let alone the more powerful sentient beings. To know a True Name is said to induce a state of euphoric oneness with the thing itself; The greater the power of the Name, the deeper the euphoric state.
Council of the Triple Crescent
Purpose: Preserving and educating spellborn.
Leadership: Council of Three
The Council of the Triple Crescent is dedicated to locating, teaching, and even breeding spellborn. Spellborn are the rarest type of mages born in this world, even rarer than psions and so they are to be protected and trained.
All spellborn regardless of their alignment are invited to the Council upon discovery of their talent. A small triple crescent is tattooed in a discreet location upon initiation.
Their rules are simple:
Keep the existence of the Council a secret.
Once initiated into the Council, you are always a member.
Practice a policy of non-interference with one another, unless absolutely necessary to do otherwise.
Do not kill one another, unless absolutely necessary.
Do not turn one another in, under any circumstances.
If a spellborn is found, report him/her/it to the Council.
Report any offspring to the Council and protect them in case your spellborn blood breeds true.
Nefarious Works Guild
Where the Obsidian Heart Adventuring Company, run by the red headed vixen known as Maria, is the premiere adventuring company in Arith, others of varying… reputations also exist. Skar and the Blackfeathers are such examples, but where they’re organizations focused on gaining their own personal power and influence by controlling those around them the Nefarious Works Guild looks for a life of dark intentions and wealth. Nefarious Works is the darkness that combats the light. Instead of saving a village, Nefarious Works will send their members to torment it. Instead of finding and removing a threat to the community Nefarious Works will seek out and empower it, or perhaps be the ones who freed it to begin with. Where some find profit and enjoyment in order and good deed, NW finds profit and enjoyment in chaos and acts of evil. For further details click here.
The Ferrymen
Alignment: Evil
If it has to do with slavery, then the Ferrymen have a hand in it. Moving slaves, acquiring them, training them - they do it all.
Argentum Arx
Translated from Ancient to mean the "Silver Citadel", this is a world-spanning organization of loan sharks.
The Velvet Hand
Alignment: Neutral to Evil
The Velvet Hand have been in existence for centuries, though they have always remained small and elite. They are well-trained assassins. The black garbed figures are not only masters of stealth and entry (able to breach any defenses), they are strong and fast. Many try to hire them, but The Velvet Hand is extremely selective over which targets they will accept. The Hand will always leave a “calling card” so people know the Death is theirs, one black velvet glove. Woe be it to any fool trying to frame them, The Hand will kill them in usually a horrible manner. They sometimes send letters to those in charge telling them that they killed a certain person, so no one else would be punished for their deeds. They keep the other velvet glove as a souvenir of their kill.
The Syndicate
Alignment: Neutral - Chaotic - Evil
The Syndicate is an organization that prides itself on the fact that they do what they want, when they want. The members of The Syndicate are the whore mistresses, thieves, assassins and other unsavory types of citizen of Arith, and beyond. They lie, they cheat and they steal, whether its heart or coin, they do it, not because they feel the need, but because they want to and because they can.
Rumor has it that their base of operations is floating, high above the borders of Doxenia and Rumeria but no one can really no for sure. Their leader, a woman only known by her moniker Vixen, is so secretive about their inner workings, that should an outsider learn anything about them, they are known to suddenly disappear.
High ranking members of The Syndicate have a tattoo at the base of their spine, a crossed pistol and blade. It is said that through this tattoo, any member of The Syndicate can contact the other, no matter where they are in the world.
Current Holdings (Unknown to the world):
Bullet and Blade inn - Drowsing, Doxenia
The Red Hood - Westby, Doxenia
The Bitter End - Navahla, Sarkotos
Watchers for the Coming Sunset
This bardic organization study one rather esoteric subject: apocalypses. They seek out signs that the end of the world is coming and pore over ancient prophecies in search of ways to prevent certain doom. The Watchers began as an academic group studying various cultures’ myths about the end of the world. From there, its researchers branched out into examining the demise of past civilizations, the role of
deities in the end of the world, and how powerful magic could result in vast destruction.
Organization: Fifteen ranks exist within the organization. These ranks rarely have specific duties attached to them; they merely establish hierarchy and accord status. Members receive promotions by bringing new apocalyptic lore to light or helping to stave off cataclysms. A remote mountain citadel serves as the organization’s worldwide headquarters. There, a group of five hooded members known as the High Council provides guidance on significant issues and settles matters of policy. Because the headquarters is so remote, however, the Watchers handle mundane issues on a regional basis.
Lowest to Highest Rank:
Calm amid the Storm
Proof against Mayhem
Planter of the New Seed
Guardian of the Day to Come
Candle amid the Darkness
Beholder of the Infinite
Doombane
Bringer of Solace
Denier of Fate
Shield to the Unknowing
Flower among the Ruins
Craver of Tomorrow
Walker of the Mystery-Path
Shepherd to All
He (or She) Who Does Not Yield
Activities: The Watchers do more than just study how the world might end; they actively try to prevent civilization-destroying events. A decade ago, a group of Watchers destroyed the Key of Churik-Va, which could have unleashed a world-eating
plague of extradimensional insects. Currently, one group of Watchers is studying ancient scrolls that speak of an “unquenchable black-flame wave,’’ and another is hunting for the eleven vampiric unicorns destined to slay the last living elf-child.
Recently, a secret splinter group has formed within the Watchers. Its members believe that a coming apocalypse will bring rebirth in the wake of ruin. Therefore, they seek to hasten, rather than prevent, cataclysms. Success with such an effort would doubtless cause a schism within the remaining membership.
Distinctions: The motto of the Watchers for the Coming Sunset is “It Shall Not Unravel.” Watchers tend to be secretive, so they use code phrases, sign language,
and secret handshakes to identify each other.
Admission: Candidates for membership must present themselves before the High Council at the mountain citadel for testing. Finding the place is difficult enough, but getting there is also a challenge because the surrounding wilderness is full of monsters and other dangers. Those who attain the citadel must pass an oral examination in arcana, history, the planes, or religion. A successful Knowledge check (DC 20) in the appropriate area earns admission.
Unseen Sisters
Unfailingly, sovereigns, nobles, courtiers, and other important dignetaries depend on strong sword arms for protection. While most hired bodyguards are heavily armored fighters who rely on intimidation and skill in battle to protect their charges, some use more subtle tactics. Among the latter are the members of the Unseen Sisterhood, whose skills of deception and surprise know no peer.
Although history has forgotten the names of the first women who dedicated their lives to protecting their social superiors, the techniques and subtleties they created still see use today. The Unseen Sisters, founded many centuries ago, refined these methods even as their organization evolved from a handful of dedicated but secretive bodyguards serving a queen and her daughters to an independent and ever-growing guild operating on a worldwide stage.
The Unseen Sisters dedicate themselves to protecting noble ladies and other women holding power or prestige. The sisterhood trains its members in a variety of fields, from personal combat tactics to good manners. the most important skills are in deceitfulness. Members of the sisterhood act as servants, chambermaids, teachers, chaperones, babysitters, nannies, and simple companions to the noblewomen they protect. As such, most people fail to realize they are lethal combatants able to defend those in their care. The lady in charge of the entire organization is known as the Head Mistress.
The Mindsmoothers
Mindsmoothers are a loose organization of empathic creatures, there is no leader, it is more for support than any type of controlled grouping. The Mindsmoothers are known to have loosely organized bands that travel from town to town offering their services in these regions. Some local populaces and nobles grant them gifts and privileges such as horses, free room and board or protection. Many Mindsmoothers follow the Goddess of Peace. Mindsmoothers are those sentient beings who share a common ability to sense and soothe emotions. They are marked by an early empathic sensitivity to others' pains and feelings, and even as children try to comfort those who are crying or upset around them. As they become adolescents, they often experience extreme emotional swings while they try to adjust to their rapidly changing abilities. They can come from any race, or level of their society, although they are more common in some races than others. Most elves, for example, have some faint mindsmoothing skills, while dwarven mindsmoothers are few and far between. It is not unusual to have a higher proportion of female mindsmoothers than males, in adolescence; however, the genders usually re-balance by early adulthood. Some human males have not recognized their abilities until forty or fifty years old, while nymphs and half-nymphs, on the other hand, display talents very early - sometimes as young as three or four years. In rare cases, gifted individuals decide to employ their ability to affect emotions for selfish or malevolent purposes. These so-called "Mindmeddlers", who do not heal and soothe, but cause harm and distress, are rejected from the Mindsmoothers and are their own offshoot of the Mindsmoothers.
The Mindmeddlers
The Mindmeddlers as some call them, are rogue Mindsmoothers. "Mindsmoothers" are gifted individuals who have the ability to affect emotions. They use these gifts to soothe others, calm them, and to help cure maladies of the mind. While Mindsmoothers use their gift only for the benefit of others, these despicable creatures use them for their own selfish reasons, or even with malevolent intent. They have the abilities to affect the emotions of others and their states of mind. They can cause one to feel anger, confusion, jealousy, detachment, and any other emotions. They've also learned to harness and control mindlashes, but only a few very powerful ones can cause permanent damage. Mindlashes are an involuntary reaction when a Mindsmoother becomes scared, upset, or angry, the reason that they avoid such emotions. They cause the mind to become temporarily or permanently mangled, and may cause headaches, blindness, and temporary insanity. Mindmeddlers are also known as "Mindmanglers", "Dark Mindsmoothers", or "Troubling Souls".
Religious
The Common Church
The Common Church revere the Six Primal Gods who watch us from the Shadows. It is the main religion of the lands of Arith and you will be able to find massive cathedrals to small shrines all throughout the lands.
Order of the Six
This is a strictly paladin order that has existed since ancient times. It is not nearly as widespread and popular as it once was, but they are still respected by the populace in most areas. Only paladins are invited to this order.
Devotees of the Shining Path
This "religion" does not rely on any gods or magic, but supported only by the power of the goodness of the hearts of men, of ushering in a new era in which man takes hold of his own destiny and emancipated himself from all outside shackles. There are still far more people worshiping the gods than following the Shining Path, but they have monasteries and halls in every kingdom and realm in OH.
The Shining Path is dedicated to furthering study in all non-magical fields so as to empower mankind as much as possible to take hold of its own destiny. Its foundational tenets are that of peace, harmlessness, enlightenment and education. Consequently, devoted followers of the Shining Path are often educated and work actively to educate the common population.
Although it rejects the authority of the gods, the Shining Path nonetheless maintains that it has no qualms with the gods or their followers. It does however reject the practice of magic as a poisoned chalice which promises much but ultimately delivers only disaster, as mankind do not know how to control it properly and as such is not to be touched. Unlike worship of the gods, followers of the Shining Path actively discourage the practice of magic, although still by peaceful means of dialogue and education.
The Shining Path has a dedicated monastic order established to allow followers to devote themselves fully to the holy life he preached which has widespread influence and hundreds of monasteries and churches throughout the world.
It is not uncommon for the common people to practice a hybrid of the Shining Path and other religions, acknowledging the doctrine of man taking hold of his own destiny through education and enlightenment, rejecting magic, but still paying homage to gods and spirits to receive good fortune in all kinds of matters.
The Trust
Alignment: Neutral to Evil
The Trust are the core group of clerics that have secretly banded together to influence the lands. Members join for various reasons, but it is a group of neutral to evil aligned clerics for no good cleric would find the goals of the Trust palatable. The Trust seeks to plant someone inside every royal and noble court in the lands, and then slowly and intricately begin to influence the happenings of that court and land. Some join and work as an Trustee because they feel that a certain royal family are simply not worthy of the title, some more nefarious reasons are for power over lands, nobles, and individuals. They create intricate schemes and plots that may include kidnappings and assassinations but most Insiders work for years - even decades - gaining the trust of the individual noble or royal they are influencing so that when they suggest a turn of events or choice to be made, they are trusted enough to be followed. The final goal of the Trust is unknown at this time.
They communicate through a code system that uses their various holy texts and tomes. This code system switches every so often, so one must be in the loop currently to be able to receive and send messages to the leaders. This is a secret organization and at this time no one is the wiser, though some ex-Trustees have spread rumors of the group. Though the Trust are so powerful that any rumors spread are quickly squashed, and there are very few ex-Trustees alive for very long. Though unknown, the actual leaders of the Trust are powerful members of religious orders in various kingdoms; some so squeaky clean and apparently good aligned none would ever consider the intrigue and darkness behind closed doors. One does not seek to join the Trust, and any that happen to hear of them and seek to join do not live very long. You don't find them, they find you.
Trustees all go by a code name, and the leader is simply known as "The Key". Some of the names of prominent Insiders are "Gold Fox", "White Raven", and "Sheath".
Druids of the Silver Oak, or "Dderwydd Chymdeithas"
Alignment: Neutral to Good
Most major forests in the lands are the site of a druidic order, and most of these orders belong to the Dderwydd Chymdeithas (pronounced approximately: therWITH KhimdeiTHAS); though called Druids of the Silver Oak to most. While just about all druids wear white robes upon reaching the highest rank, only Silver Oak Druids are allowed to embroider these with silver thread, placing silver oak leaves on their robes and sashes. This druid organization has been in existence for so long that true records of it's beginnings do not exist as it was passed down by lorekeepers. It is popularly believed that an elven druid started this group, and it spread from Kir'viir throughout the lands over the generations. This groups protects the secret culture, knowledge and rituals in the Druidic language.
Nine regional gatherings, or Eisteddfod, comprise the Silver Oak. Within each, nine high level druids preside over all others. Three powerful druids circulate among the gatherings. An Eisteddfod convenes at Spring (Gwanwyn) and winter (Gaeaf) conjuctions, as well as once per month for the ritual worship of the druidic deities.
Seven orders, called Gorsedd, exist among and answer to the regional gatherings. Each Gorsedd specializes in a specific art druids consider important or sacred.
Borthfforia: Tasked with understanding the planes and interplanar travel, members of this order explore and chart the planes. This vigilance helps forewarn the Silver Oak druids of unwelcome arrivals from other planes.
Gwir: Concerned with understanding the One Life and Truth, the Gwir are students of morality and philosophy. They seek to awaken creative genius through sensory depravation, spending days in the darkness and quiet of mound chambers.
Hallta: Scattered among craggy seaside rocks and spits of land, members of this loose-knit order live by, on, and under the sea. Informally called the "Salts", they are relied on for covert trans-oceanic communications.
Hofydd: Healers and seers, these druids use natural cures mixed with magic to aid the injured and dying. Hofydd also seek to understand and develop natural powers of the mind, such as with psionics.
Nial: Known to the outside world as Retributors, these hunters of aberrations and the undead strike hard and fast. The combat focused Nial occasionally call on local allies such as the Mourners to complete their work.
'R Rhosyn: The 'R Rhosyn seek out and identify the natural world's trasures to establish a means of protecting them. The order specializes in restoring damaged environments and protects a vast but secret seed bank.
Saer: The Saer expand and protect the ancient knowledge of astronomy and engineering. They design and build the Silver Oak's largest cairns, tombs, mounds and celestial observatories.
Order of the Celestial Sky
This order of priests worship no god in particular but watch the heavens for signs from the beings beyond. Housed in grand cathedrals that are both places of worship and great observatories where the grand cosmos can be witnessed. In the center of study are reproductions and scaled models of great spheres, moving in paths matching that of their celestial partner, in smaller scale though. In this way, the seasons can be measured, the years, months, days, hours and minutes correctly pronounced. Certain conditions of the moons and favorable positions of stars and planets are predicted and discussion and research are the order of each day. Because of the knowledge of the stars and the planets beyond and how they affect or will affect the world the priesthood is consulted by many, from farmers to Kings. Though not a superstitious practice, the priesthood will log auspicious signs, like passing comets, and tie them to the events of the world, that they can watch for those events to repeat for good or to prevent them happening again.
The one major taboo and most punishable act is to forge or change records for favorable or negative result, which is punishable by death or expulsion.
Our Lady of Silence
The followers of Our Lady of Silence revere a saint named Ruth. Due to the Blessed Ruth’s deafness, her adherents venerate silence. Ruth lived permanently in a holy silence, and so do they aim to. Though blind, Ruth could still perceive the world and, perhaps due to this, the Order venerates knowledge and scholarship. Furthermore, many are mystics, pursuing the arts of prophesy and divination - it is not unknown for a particularly devout monk or priest of Silence to blind themselves to devote himself more fully to the “other sight”.
The Blessed Ruth herself is considered to be both immortal and divine. She wanders the world, ageless and undying. Her appearance is that of a woman in her fifties, yet one who carries her years lightly and who is still beautiful. Her hair is as black as night; her skin pale as moonlight, her carriage and figure stately and elegant.
Though blind and deaf she has no difficulty finding her way; however, she is not omnipresent and can travel from one place to another no faster than a normal human could. However, by foresight she knows where she will be needed. Ruth is said to often test mortals; those who aid her - a blind and deaf woman - freely and unstintingly (particularly if they do so despite having some other pressing purpose driving them) will receive her aid, either by wise council or by direct blessing or intervention.
Churches of Silence are designed to be unobtrusive and to blend in with the surroundings. The architecture is cunningly designed to cut off the noise of the outside world and to muffle any sounds made within. Most Silence churches are found in cities or large towns – the denomination is not large enough to have churches in small villages. The majority of people drawn to silence worship fall in to three categories: reclusive and solitary individuals who are at home with silence; certain people, often wealthy or scholars, who are slightly withdrawn from the world and who have come to find great spiritual meaning in Silence and the underclasses: thieves and assassins who live by stealth and silence and who thus see it as the natural power to worship. Naturally, the priests of Silence do not condone such actions; however, the ability to move with true silence is greatly admired and, as such, many great assassins believe that Ruth is served by their work. Maybe she is.
The Eyes of the Forgotten
Some scholars and religious historians believe that nothing in this world, and universe, can be utterly destroyed. Burn wood with fire and it turns to heat and ash. Allow water to dry, evaporate and it turns to clouds and rain. Bury a body in the ground, only for it to be consumed by smaller creatures to keep the circle of life continuing. In a basic sense this is true. In the divine sense, it takes on much larger proportions.
The thought is, how can you kill something that is so vast, so powerful, and so infinite as a god? You can’t. Some claim that as wood turns to ash when burned, so does the essence of the fallen god. Except with something so vastly more powerful than ash is left behind. It is said that the gods who have died or who are lost are no longer in their true form but as near to their basic form as possible.
What that means is that the gods thought lost or who have died in the divine battles are not gone. Although they do not answer prayers in the same fashion as before, they are still alive, only changed. They are walking among the mortals of the world in guises no mortal could comprehend. While they still retain a portion of their memories and a small amount of their abilities and powers, they are still mortal. They do not age as fits their divine birth but they can be killed. All know this and usually stay from harms way as often as possible.
The living gods have little knowledge of their former companions as they are assumed dead or gone completely. They put them from their mind and ignored the signs of their passing. If the truth was determined they would simply ignore them as insignificant mortals like the rest, not knowing that the small bug that bites can cause a house to fall if not checked.
There are those that still revere these forgotten deities, a small cult of worshippers of various dead gods who are trying to revive them.