BARDS COLLEGE
The Bards College is an ancient institution where those with the skill and coin can go to train to join the elite ranks of the Bards. They are perhaps one of the most misunderstood organizations in the realm, however their influence and heroism has spanned a thousand years and countless regime changes. Many a minstrel has been turned away here, not truly understanding what it meant to be a Bard. |
BLADEMASTERS
The Blademasters of Tarsis are legendary swordsmen well known throughout the realms. Those who recognize the trademark colored tassel on the hilt of a sword know to avoid trouble with that person if possible. Only a select few are accepted to train with the finest swordsmen from all across the realms. If they have a broader agenda than producing the finest swordsmen in the land, it is unknown. |
BLOODRIDERS
The Bloodriders of Malketh are among the most feared warriors in the realms. They are an elite force of knights without any pesky moral code to get in their way of victory on the field of battle. Only the finest warriors of the land are chosen to train with this elite force and stories abound of the dark and bloody trials of initiation one must complete to gain the right to be called a Bloodrider. |
BUILDERS, THE
The Builders are what a group of some of the finest Dwarven Engineers, Crafstmen and Architects came to be called as they were tasked with helping to rebuild the west after the Daemon War. Although some builders can still be found working around the realm many were recalled after several kingdoms refused to pay the fees the dwarves levied against them causing tension between the races. |
CABAL, THE
If you want a king or ruler removed from power you make contact with The Cabal, if your coin is unlimited and your reason sound you may even find that the job gets done. This splinter organization is known for never missing a mark and for having no members, at least none that have ever admitted to it. A member of the Cabal that is at risk of being discovered will take his own life before betraying his masters. |
CHURCH OF THE NINE
The Church of the Nine or the Concordant Religion was founded when nine gods made a pact with the champions of the age to aid them in the future for the agreement that they would be the sole gods of Arcacia, making all other forms of worship considered heresy. This pact or "concordance" has since been loosened but the nine primary gods of Arcacia still account for most worshipers of the realm. |
CIRCLE, THE
The Circle is a group of Druids that can trace their history back thousands of years to a time before men were the dominant species in the realms. They are a very mysterious lot who seek to preserve the balance of life throughout the realms claiming political and moral neutrality. Their base of operations is a closely guarded secret thought to be hidden somewhere deep within the Great North Wood. |
COVEN, THE
The Coven is considered an urban myth by many but those who have lost a sister or loved one to its ranks know otherwise. This mysterious group brings witches and warlocks together under common purpose, though who is bringing them together and for what purpose remains unknown. The consensus among those that believe is that they practice dark magic in service to an even darker power. |
CULT OF THE LIVING DEATH
The rising number of Death Cults across the realms is nothing compared to the meteoric rise of one in particular, The Cult of the Living Death. This mysterious group uses skulls for masks and seems to be well organized and highly motivated. Their purpose is yet unclear but they have been spotted in cities and towns across the realms and they are made of peasants and nobles alike, hiding in plain sight. |
DEATH CULTS
The rise of Death Cults across the realms has only been in recent times, specifically following the end of the Daemon Wars though no correlation between the two has been made as of yet. These cults vary slightly in their beliefs but seem to share a connection to the undead and the school of necromancy. They seek to find a path to the unlife and to snuff out all living things that would stand in their way. |
DRAGON CULTS
Their are countless Dragon Cults across the realms worshiping these powerful creatures as gods. Though each is different from the other they seem to share an unspoken truce which many believe is linked to the worship of Tiamat above even their own beliefs. In the east the worship of Dragons and the magic found in those who possess ancient draconic bloodlines is far more common and accepted. |
GUILD OF ACQUISITIONS
The Infamous Guild of Acquisitions specializes in the location and acquisition of rare antiquities for the discerning client. Though based out of the city of Freeport, it is thought they have agents in most major cities of the realms. This guild adamantly denies any wrongdoing on their part, rather they are securing old family heirlooms and dangerous artifacts to better protect and serve the people of Arcacia. |
HAND, THE
The Hand is a large underground collection of thieves, assassins and bandits that operate throughout the realms. It is unclear who leads them and rumors abound that this is on purpose, orders being passed by coded messages and only a handful of people have ever even met this mysterious figure. Rumors say that they began in Chan Dora and that the mainland operation is but one piece of a larger puzzle. |
HARBINGERS
The Harbingers are a secretive group of heroes that operate in the wilds and shadows of the realm to protect her people. Led by the mysterious Guardian they are tasked with keeping a watchful eye on the realms and dealing with threats that arise from powerful monsters or groups. Their focus in not on politics or war but rather on the evil cult that would seize power after the battles are fought. |
HORDE, THE
The nine tribes of Gahl endlessly fight each other and any who would be within their reach. They live for war and conquest, raiding villages and towns for supplies, women and glory. They rarely stay long taking what they need and moving on to the next glorious battle. They are fearless, master horsemen and deadly warriors. Tribes each have a single Warlord who won the title by killing the previous leader. |
HORSE LORDS
The Horse Lords of Balador are known for their courage, ferocity and mastery of their unrivaled mounts. They are the elite defenders and protectors of the Principality of Balador. They ride the open plains and patrol their lands tirelessly though their numbers are not what they once were. The Baladoran Stallion is the most sought after mount in the realms and is bred with great care here. |
KEEPERS OF THE VEIL
The Keepers of the Veil are people who swear an oath of loyalty to the church in return for the favor of the gods. They come from all walks of life and are scattered across the realm from small villages to large cities. Serving as the eyes and ears of the church they are expected to report information back to the church that might be valuable and to offer sanctuary to any who serve the church in times of need. |
KNIGHTS OF ARIEA
The Knights of Ariea are an elite fighting force known throughout the realms as valiant defenders of Ariea and her allies. They all are required to swear an oath of service and follow a strict code of honor that includes courage, loyalty, service and fair play. Their numbers have dwindled since the end of the war but their ideals live on in the hearts of their people and through service to the kingdom. |
LEAGUE OF DARKNESS
The League of Darkness is a fringe group of drow elves focused on reclaiming the surface world at any cost. Though this idea isn't unique to the order, their methods are. This group operates almost entirely on the surface, undermining regional governments, assassinating key figures and gathering information. Their presence has yet to be felt by most of the surface world but it is only a matter of time. |
LEGION OF FIRE
The Legion of Fire is said to be based out of the mysterious kingdom of Xandar but is thought to operate throughout the known world. Their members are rumored to all be Draconic Bloodline Sorcerers that have unified under a single banner though their purpose remains a closely guarded secret. Scholars believe they are far more than just another dragon cult but rather a dangerous new player in the realms. |
MAGI (THE ORDER OF MAGUS)
The Magi are wizards who jealously guard their intellectual approach to magic use and consider all others who use magic to be dangerous and undesirable. They have towers in almost every major city in the realms and work hard to spread their unique influence as advisors and scholars. It requires great discipline and intellect to become a Magi and they are very selective about those they chose to train. |
NORTHERN ALLIANCE
The Northern Alliance united the people of Nordmahr and the 13 independent barbarian tribes of the reach for the first time in history. This alliance fought together against their common enemy during the Daemon War. Although this alliance has splintered apart after the war there are many who are trying to keep the tribes engaged in rejoining with their more civilized northern cousins. |
NUMERIAN ACADEMY
The Numerian Academy is a place of learning and invention where science and magic meet to improve the lives of all Arcacians. This unique school accepts only the brightest and most creative minds, though all races and peoples are welcome if they can demonstrate their passion for its mission. The Academy is run by the Head Master of the school, an appointed position from the Academic Council. |
ROVERS
The Rovers are a tight-knit group of gypsy's that travel the realms to entertain and sell their wares while living outside the rules of law imposed by most of society. Despite their free spirited nature it is thought this group is actually highly organized and follow a strict chain of command though this is not discussed with outsiders. Their reputation as entertainers is solid but so is their reputation as theives. |
SEEKERS
The Seekers are an ancient organization of magic users and scholars tasked with seeking out and protecting ancient knowledge and magic, especially dangerous artifacts and relics from ages past. Though they are thought to have died out long ago, some still believe a small group continued to pass down their mission and knowledge to a select few they deemed worthy. |
SERPENT BROTHERHOOD
The Serpent Brotherhood was once thought to be a guild of assassins fond of snake venom but it has since been discovered that their roots go much deeper. Their ranks are filled with cultists dedicated to an ancient serpent god and it is thought that the Yuan Ti hold positions of influence and leadership within this rapidly growing brotherhood. |
SHIELD MAIDENS
The Shield Maidens or Maidens of Mier' Rial are more of a culture or even race than faction but their unique nature bears mentioning. They are a matriarchal society of warriors that trace their ancestry back to a warrior goddess. They live on a an isolated island in the south and rarely accept visitors. Their invaluable help during the last war has brought fame and acceptance though they suffered great losses. |
SISTERS OF MERCY
The Sisters of Mercy are female followers of the goddess Lorylon, they are well educated in the concordant religion and trained in the healing arts. They operate Sanitoriums throughout the realms that serve as hospitals for the sick and injured. They are almost universally given quarter in battle and can be found serving in the most dangerous parts of the realm including the frontlines of most major battles. |
SLAVE LORDS
The Slave Lords of the south are a tight-knit group that share an unspoken alliance despite being competitors with one another. Their connections run deep all across the realms and the coin flowing from the southern cities is nonstop. Those that fight to shut down the slave trade claim there are six major operations that account for most of the slave trade in the realm and they range from Nordmahr to Zephyria. |
SOLEMN COUNCIL
The Solemn Council was formed during the height of the Daemon Wars to bring leaders and champions of the realm together to face their common enemy. After the war many simply abandoned this council but some few remain in the hope of keeping an open dialogue for diplomacy as each kingdom and nation struggle to rebuild and continue to face enemies that could threaten them all. |
SYLVAN KNIGHTS
The Sylvan Knights are an elite force of elven fighters that combine heavy armor, martial weapons and magic use. They are considered one of the finest fighting forces in the realms though they are increasingly rare following their defense of the city of Ehyrndhel during the Daemon War. It is rumored that there are less than 100 of these unique warriors left and all of them recalled to the fey wood. |
WATCH, THE
The Watch is a group of former criminals, thieves and rapists set to defending the northern realm as an alternative to losing a hand or even death. Nordmahr sends men to scour the dungeons of many major cities offering these hopeless men freedom in exchange for 5 years of service to the Watch. If they accept they are then brought to one of the remote northern castles to serve their time. |
WOLF PACK, THE
The Pack is a small group of northern based Rangers, Barbarians, Fighters and Rogues that fight to preserve and defend the north. It is thought that they were founded by the soulborn Gideon following the end of the Daemon War. It is also rumored that there are Shifters and Lycan among their ranks. They operate out of an old castle found in the heart of Nordmahr that they have renamed Fenris. |