Chapter Four: Factions & Guilds
Playtest content. This is draft material and subject to change.
Below are the major factions and guilds discussed in this chapter. Within you will find their inner workings, allies, enemies, and purpose.
Factions
Guilds
Factions
Factions are collectives of political, spiritual, and magical authority located all over Dromaria. These groups and individuals rule nations, lead militaries, run schools, and sculpt societies. To be among them is to feel the weight of responsibility, but finding oneself on the wrong side of them could lead to exile, death, or other punishments based on location or beliefs. Dromaria’s mortals are represented among these factions in one way or another. Nearly every major influence on Dromaria has a faction supporting it, elevating it to a grander status and rising to its defense whenever it may be under threat.
Factions are intended to help fill out government and regional leadership. Players may find patrons or rivals among any of the factions. If they decide to occupy their current locations for any length of time, they will likely have to live under a faction's rules and laws or be willing to fight against them. A player that earns a place of renown among a faction should consider it a major accomplishment, and be prepared for the responsibility and expectations that accompany it. GMs and players should work together to determine which factions they may contend with in a campaign and how much the characters know about them. This information will help prepare them for whatever region-specific rules or cultural taboos factions may advocate for or against.
Using Factions
Factions are intended to help fill out government and regional leadership. Players may find patrons or rivals among any of the factions. If they decide to occupy their current locations for any length of time, they will likely have to live under a faction's rules and laws or be willing to fight against them. A player that earns a place of renown among a faction should consider it a major accomplishment, and be prepared for the responsibility and expectations that accompany it. GMs and players should work together to determine which factions they may contend with in a campaign and how much the characters know about them. This information will help prepare them for whatever region-specific rules or cultural taboos factions may advocate for or against.
"If you want to make it as an adventurer, you are going to need more than skill. You must surround yourself with like minded people who care as you do, people who help elevate you on a path of success."~ Janea Sheldon
Leader of the Misfit Adventure Party
After the Age of Horror left the world in shambles, the elves of Leng became reclusive, hoarding all information regarding magic. From the years 4,110 to 4,436 DA much of the world suffered, trying to gain access to what Leng possessed. It was the betrayal by Daermathor Beriana, who released the magical archives to the people of Erimata, that prompted the Sovereign Sage of the period, Azha Govstevania, to form the city of Blarek, declaring that the world would forever have access to magic, and in doing so, created the Arcane Collective.
The Collective began as a gathering of the world's magic practitioners with the goal of protecting and maintaining the teachings of magic. Azha Govstevania united the minds and talents of various magical groups, schools, and libraries, ensuring that knowledge was accessible to all.
In the thousands of years since its founding, the Collective has grown, integrating existing groups and creating factions of its own. Under the banner of the Collective, groups like the Odelian Order in Thorn, the Civil Servants in the Tritos Dominion, Kinsfolk United in Erindor, Pious Conservators in Tao, and the Wratched Strays in Zan'deil have gained great influence. Though some perceive the Collective as the true rulers of the world, the diversity and complexity of their individual motives generally dispel such broad generalizations.
The Arcane Collective's power is felt globally, but its roots are firmly planted in the country of Thorn, in the city of New Blarek, where it was first founded. The Odelian Order, arguably the strongest within the Collective, rules the nation and safeguards much of its knowledge. In the Tritos Dominion, the Collective maintains major posts, including the Collective Academy, their largest teaching facility, and the Venerated Repository, a stronghold of magical information.
Known and often criticized, the Collective faces scrutiny for not preventing many of the world's problems. Their influence and decisions have been both praised and questioned, leading to a complex public perception. Despite these challenges, the Collective also fosters global collaboration and celebration of magic. Every 10 years, they choose a country to host a magical world's fair, uniquely imbued with arcane splendor. This event, called the Collectivist Summit, draws massive crowds. Magic portals and transportation systems enable people from faraway lands to attend, and the greatest minds are encouraged to showcase their work.
Designed to gather and protect the sacred teachings of magic, the Arcane Collective's purpose resonates with a commitment to preserve and enhance the magical arts. They operate with a system of representatives who diligently select members to fulfill the Collective's mission, ensuring that the torch of magical knowledge continues to burn brightly across the land.
The Arcane Collective uses its considerable resources to gather and maintain all information about magic, ensuring its preservation for future generations. With a presence worldwide, they keep a finger on the pulse of society, ever attuned to the ebb and flow of new knowledge. However, their large diversity of character leads to personal plans often getting in the way, adding complexity to their mission. With the fall of Blarek in 6,064 DA and the subsequent reconstruction of the city, much of the Collective's focus has been redirected to New Blarek and the institutions within. Their continued commitment to the proliferation and protection of magical knowledge shapes the core of their existence, a mission that wishes to transcend borders and time.
As a nexus for some of the world's most distinguished magic users, the Arcane Collective's influence is pervasive and its connections extensive. Yet, this widespread network also means that alliances and animosities are an inevitable part of its existence. The most prominent member traditionally associated with the Collective is the Sovereign Sage. However, the newly appointed Sage, Malik Kincaid, has distanced himself from the organization, focusing on matters he deems more pressing. Riieyu Divmur'ss, a student of the previous Sage, remains a steadfast ally, although his current duties station him in Tao, where he serves the local dragons. The Collective's very formation was a response to the elves of Leng withholding arcane knowledge. This historical context has led to a hesitancy to integrate elven arcane factions, particularly the Kotodama Clan and its ancient leader, Seinaru Kotodama. Followers of Rodgort have occasionally targeted the Venerated Repository and libraries in the city of New Blarek, seeking to obliterate important historical records. These agents of chaos aim to destroy indiscriminately, yet seem especially intent on erasing portions of mortal history. In the nations of Cadmus and Belwin, where the Odelian Order holds significant sway, public opinion has turned against the Collective. Although not directly responsible for the Order's actions, the two organizations have become conflated. Currently, the Order is preoccupied with rebuilding the capital city in Thorn, and in doing so has pulled resources from other regions, stirring discontent.
Purpose
The Arcane Collective uses its considerable resources to gather and maintain all information about magic, ensuring its preservation for future generations. With a presence worldwide, they keep a finger on the pulse of society, ever attuned to the ebb and flow of new knowledge. However, their large diversity of character leads to personal plans often getting in the way, adding complexity to their mission. With the fall of Blarek in 6,064 DA and the subsequent reconstruction of the city, much of the Collective's focus has been redirected to New Blarek and the institutions within. Their continued commitment to the proliferation and protection of magical knowledge shapes the core of their existence, a mission that wishes to transcend borders and time.
Allies & Enemies
As a nexus for some of the world's most distinguished magic users, the Arcane Collective's influence is pervasive and its connections extensive. Yet, this widespread network also means that alliances and animosities are an inevitable part of its existence. The most prominent member traditionally associated with the Collective is the Sovereign Sage. However, the newly appointed Sage, Malik Kincaid, has distanced himself from the organization, focusing on matters he deems more pressing. Riieyu Divmur'ss, a student of the previous Sage, remains a steadfast ally, although his current duties station him in Tao, where he serves the local dragons. The Collective's very formation was a response to the elves of Leng withholding arcane knowledge. This historical context has led to a hesitancy to integrate elven arcane factions, particularly the Kotodama Clan and its ancient leader, Seinaru Kotodama. Followers of Rodgort have occasionally targeted the Venerated Repository and libraries in the city of New Blarek, seeking to obliterate important historical records. These agents of chaos aim to destroy indiscriminately, yet seem especially intent on erasing portions of mortal history. In the nations of Cadmus and Belwin, where the Odelian Order holds significant sway, public opinion has turned against the Collective. Although not directly responsible for the Order's actions, the two organizations have become conflated. Currently, the Order is preoccupied with rebuilding the capital city in Thorn, and in doing so has pulled resources from other regions, stirring discontent.
Groups within the Collective
The Collective's primary directive is not to police, although many factions that operate are part of their own region's magical forces.
Civil Servants. Operating as part of the Tritos Dominion, they serve as military forces, national guards, and regulators of magic use, including the deployment of the controversial Shatterstaves.
Kinsfolk United. Active in Erindor and Mortéglace, this group consists of the Undain and Ander Clans of dwarves, focusing on harnessing magic to aid their communities.
Odelian Order. Based in the nation of Thorn and extending into the Westlands of Pathriam, their leaders, known as "Educators," are among the most influential people in the world.
Pious Conservators. Stationed in the city of Tao in Undai, they serve as enforcers and observers under the oversight of the dragons of Emperor's Peak.
Wratched Strays. Found in the ancient lands of Kalatearman, this faction is dedicated to researching arcane history and seeking ancient knowledge in the mysterious Asylum.Major Players
Many of those with power in the Arcane Collective are present in other factions. The full information on each individual can be found on their pages or the full Arcane Collective page.
Danethull, the Arcane Shadow. A dragon appointed as the silent overseer of magic, executing the role for millennia, known only to a few key figures.
Hans Melish. Old, socially awkward scholar with unparalleled knowledge, serving as the leader of the Venerated Repository and Keeper of the Chronicles.
Lorainne Bosquet. Kind-hearted, shrewd leader of the Collective Academy, working as a businesswoman and educator.
Alexander. Neo-Natix excelling in hospitality and administration, acting as the first point of contact.
Bradley Du'urn. Disciplined wizard advocating for strategic use of magic, serving as Chancellor and prioritizing the role Collective in the Tritos Dominion.
Justice Noble. Dragonborn paladin, enforcing morality and guiding individuals to the Collective, with a vision of using magic for altruism and equality.
Mairi Undain. Sorcerer king, known for her diplomatic prowess and commitment to preserving magical traditions, while actively engaging in international relations.
Niyami Almara'amai. Leader dedicated to recovering and preserving arcane knowledge, serving as both an archaeologist and intelligence gatherer.
Zelgadis Markov. Member of the Band of the Last Days, known for his practical approach to magic and his role as a Chosen of Polurn, focusing on exploration in magic.Civil Legion
The Civil Legion, the authoritative military and law enforcement branch of the Tritos Dominion, boasts a lineage dating back thousands of years. Esteemed as one of the world's oldest and most formidable military forces, the Legion commands fear on a global scale. Mandatory service for every citizen at age 16 is a hallmark of the institution, reinforcing a sense of collective duty throughout the Dominion. This practice augments the Legion's numbers and creates a shared commitment to the Dominion's ideals.
In the current era of King Ender Ramus, with the strategic leadership of Grandmaster Marcus Trenton Dahlword III , the Civil Legion has entered a phase of revitalized purpose and tactical evolution. At the forefront of their agenda is the safeguarding of the Dominion's borders, a task that has taken on renewed urgency as the threat of war looms anew.
Diversity and specialization mark the Legion's strength, with various units including aerial, naval, and arcane divisions. The Civil Servants, the Legion's primary arcane division, provide vital defense against magical challenges. Meanwhile, the Shatterstaves, formerly a branch within the Civil Servants, have risen to prominence as an independent division under King Ramus, tasked with handling particularly dangerous magical threats.
The presence of the Civil Legion is a constant across the Tritos Dominion. From the smallest hamlets to the bustling streets of major cities, the distinctive red and blue uniforms emblazoned with the Zonne are a familiar sight. For many, this emblem represents a comforting assurance of safety and order. Yet for others, it's a symbol of oppression, a heavy cloak of authority that looms over their lives, lifting only when the troops march past.
The Civil Legion's primary mandate is the defense of the Tritos Dominion and the enforcement of its laws. In recent times, this has involved strategically positioning their forces along the nation's borders, in response to escalating tensions and the looming possibility of conflict. Integral to the Civil Legion's operation is the cultivation of loyalty and unity among the citizens of the Dominion. The mandatory service required of all citizens at age 16 plays a crucial role in this, instilling a sense of collective duty and allegiance to the ideals of the Tritos Dominion.
In the hierarchical structure of the Tritos Dominion, the Royal Family, notably the King and Queen, reign supreme. Just beneath their esteemed position, or nearly on par, stands the Marshal Baal Mallora. He is a pivotal figure, exerting considerable influence over the Civil Legion. Mallora's role is key in shaping the Legion's overarching objectives and missions, though he is not involved in their daily operations. His position serves to balance the King's power, ensuring that the Legion's actions consistently reflect the broader interests of the Dominion. The Tritos Dominion, favoring a stance of self-reliance, forms minimal military alliances with other nations. In cases where external support is necessary, the country turns to mercenary companies. An exception to this rule is the relationship with the Darkstone Clan of Kul' Karit. Officially a sovereign entity, the Clan's central integration with the Dominion frequently involves them in military affairs. The kingdom works to avoid global politics but is a member of the Guilds of Tor. With the Knights of the Saber, adventurers may move with less concern, and find the proper avenues toward success. The guild is run by Knights Commander Rory Dahlword, and is an official part of the royal court. Within the Tritos Dominion, the Civil Legion is backed by a solid network of political and court alliances, reinforcing its role as a crucial pillar of national strength. Moreover, the Church of Lothor provides spiritual and moral support to the Legion's cause. This partnership not only emboldens the morale of the Legion but also imbues their endeavors with a sense of divine endorsement.
Purpose
The Civil Legion's primary mandate is the defense of the Tritos Dominion and the enforcement of its laws. In recent times, this has involved strategically positioning their forces along the nation's borders, in response to escalating tensions and the looming possibility of conflict. Integral to the Civil Legion's operation is the cultivation of loyalty and unity among the citizens of the Dominion. The mandatory service required of all citizens at age 16 plays a crucial role in this, instilling a sense of collective duty and allegiance to the ideals of the Tritos Dominion.
Allies & Enemies
In the hierarchical structure of the Tritos Dominion, the Royal Family, notably the King and Queen, reign supreme. Just beneath their esteemed position, or nearly on par, stands the Marshal Baal Mallora. He is a pivotal figure, exerting considerable influence over the Civil Legion. Mallora's role is key in shaping the Legion's overarching objectives and missions, though he is not involved in their daily operations. His position serves to balance the King's power, ensuring that the Legion's actions consistently reflect the broader interests of the Dominion. The Tritos Dominion, favoring a stance of self-reliance, forms minimal military alliances with other nations. In cases where external support is necessary, the country turns to mercenary companies. An exception to this rule is the relationship with the Darkstone Clan of Kul' Karit. Officially a sovereign entity, the Clan's central integration with the Dominion frequently involves them in military affairs. The kingdom works to avoid global politics but is a member of the Guilds of Tor. With the Knights of the Saber, adventurers may move with less concern, and find the proper avenues toward success. The guild is run by Knights Commander Rory Dahlword, and is an official part of the royal court. Within the Tritos Dominion, the Civil Legion is backed by a solid network of political and court alliances, reinforcing its role as a crucial pillar of national strength. Moreover, the Church of Lothor provides spiritual and moral support to the Legion's cause. This partnership not only emboldens the morale of the Legion but also imbues their endeavors with a sense of divine endorsement.
Ranks of the Civil Legion
Across the Tritos Dominion, ranks of royalty and power determine the balance of authority. The Civil Legion's ranks are clear-cut, with definitive positions overseeing those beneath them. The King and Queen stand at the apex, making decisions at will, except when countered by the Marshal of the Realm. These ranks are for the whole of the Civil Legion and do not include titles found in specialized divisions.
Grandmaster
Herald of Arms
Master of Horse
Knights Commander
Knights Marshsal
Knight
Duke
Baron
Lawmaster
Trooper
For full details on each rank, including their roles and responsibilities, refer to: Ranks of the Tritos Dominion.
Herald of Arms
Master of Horse
Knights Commander
Knights Marshsal
Knight
Duke
Baron
Lawmaster
Trooper
Honor Zonne
The highest medal the Civil Legion can bestow on a citizen. Only the Lothoren faith is authorized to award this prestigious honor, usually given for acts of tremendous bravery, charity, and selflessness in service to the Tritos Dominion. Due to the church's penchant for examining an individual's entire life's work rather than singular accomplishments, the Honor Zonne is most often awarded posthumously.The Civil Legion parade past Hearthhome Castle for Renewal.
Civil Servants
The Civil Servants occupy a somewhat paradoxical position in the Tritos Dominion's defense structure. As a group proficient in arcane arts, they are essential to the military's operations, yet they exist in a kingdom historically wary of magic. Their role, crucial but overseen with stringent vigilance, involves crafting magical wares that subtly enhance battlefield capabilities, and finding ways to counteract enemy spell use. Amidst a resurgence of traditional skepticism, the Servants find themselves in an era where their contributions are necessary but cautiously received.
With Attendant Elisa Du'urn at the helm, appointed by the current King, the Civil Servants are undergoing a significant shift. Du'urn, adapting to her new role, is steering the division through a challenging moment, particularly as the Shatterstaves branch out as an independent entity. Her leadership focuses on preserving the division's core functions while aligning with the changing dynamics and perceptions. The Civil Servants' relationship with the Shatterstaves remains integral but has evolved with the latter's growing independence. This new dynamic requires a balance of cooperation and respect for the Shatterstaves' separate operations.
Engaged in secretive projects under the direct oversight of the King, the Civil Servants' current endeavors hint at a strategic shift towards more covert forms of arcane warfare. This aligns with the Dominion's military objectives and mirrors the shifting attitudes towards magic in the broader context of the kingdom.
Ranks of the Civil Servants
The ranks within the Civil Servants are less complex compared to the broader hierarchy of the Civil Legion. Members of the Servants are generally viewed as occupying the lower echelons of the military units. All ranks above Trooper have the authority to command a Civil Servant, except for their leader, who answers exclusively to the higher echelons of the Legion. The sole exception to this rule is individuals who have been knighted; they retain their overarching knight rank within the Civil Legion.
Attendant
Handler
Apprentice
Vassal
Servant
For full details on each rank, including their roles and responsibilities, refer to: Ranks of the Tritos Dominion.Handler
Apprentice
Vassal
Servant
Shatterstaves
Once a discreet and specialized unit within the Civil Servants, the Shatterstaves have long existed in the shadows of the Tritos Dominion's military framework. Known for handling arcane threats with extreme discretion, their role has dramatically transformed.
Characterized by their strong aversion to magic, the Shatterstaves embody an old-world mentality, seeing magic as the root of many societal ills. This belief, stemming from the ancient Fist coalition's anti-magic stance, drives them to relentlessly pursue the containment and eradication of arcane practices, often through methods considered uncompromising.
The ascension of King Ender Ramus has marked a significant shift for the Shatterstaves, elevating them from a subsidiary of the Civil Servants to an independent division within the Civil Legion. This change reflects a broader resurgence of skepticism towards magic in the Dominion. Under the leadership of Magister Primarius Chastity Renault, a figure of extreme zealousness, the Shatterstaves have adopted a more assertive role.
Their mission is clear: to diminish the influence of magic in the Dominion and uphold a future driven by human will and ingenuity. With their newfound independence, the Shatterstaves operate with a broad scope of authority, focusing on rooting out magic users who pose a threat to the state's ideals.
While their methods and growing presence within the Dominion garner mixed reactions, the Shatterstaves' role as staunch opponents of magic is undeniable. They stand as a controversial yet integral part of the Civil Legion, embodying the changing tides of the Dominion's stance on arcane matters.
Ranks of the Shatterstaves
Historically, members of the Shatterstaves held the singular rank of 'Page' within the Civil Servants. New ranks have been established to reflect their enhanced status and the broader scope of their responsibilities. This shift is causing questions as to the new military hierarchy of the Tritos Dominion. These are the new ranks in order of authority:
Magister Primarius
Primarius
Magister
Sortiarius
Shatterstaff
For full details on each rank, including their roles and responsibilities, refer to: Ranks of the Tritos Dominion.Primarius
Magister
Sortiarius
Shatterstaff
Clans of Forn
The Clans of Forn, also known as the Matron Clans, are the foundational elements of dwarven society. These clans not only lead, but also safeguard the traditions and lore of their people, significantly influencing their communities.
Distinct in their customs and strengths, the Clans of Forn are central to the nations and lands they inhabit. Their collective commitment to the Stone Oaths and the principles of Forn highlights their pivotal position in dwarven society. This adherence to ancestral values and traditions has become what defines them.
Originating from the ancient nation of Forn on the planet of Magnon, the Clans share a heritage that has shaped their society for thousands of years. Their migrations across the lands of their new world, marked by early conflicts with dragons and the establishment of The Covenant, form the core of their collective history.
The Ander, Rakankrak, and Undain Clans have devotedly upheld the values of freedom, resilience, and unity bestowed by their deity, Forn. Over time, each clan found its place in different regions of the world. The Anders, valuing their sovereignty, chose the secluded lands of Mortéglace. The Rakankraks, in western Pathriam, established Bohdan, nurturing fervent bonds with other groups in their domain and aspiring to reunite the dwarven clans. The Undains, noted for their reclusive nature, have sustained peace and stability from their stronghold in the Crystalcap Mountains within the nation of Erindor.
Throughout their history, the clans have navigated and overcome various challenges, including internal strife and external threats. Their commitment to Forn's principles has not only kept them united, despite geographical distances, but also reinforced their distinct identities and collective purpose.
The Clans of Forn arrive in Kalatearman.
Playing a Dwarf of Forn
For those aspiring to step into the sturdy boots of a dwarf from the Matron Clans of Forn, delve into Chapter Six: Player Resources to discover distinctive clan backgrounds for your character.
While each background has unique features, all of them share one special attribute: The Touch of Forn. As the greatest living crafters, anything you create surpasses the ordinary, embodying exceptional quality and durability.
"Be reborn with gold in your heart and steel in your resolve."
~ Dwarven epitaph
Ander Clan
In the icy reaches of Mortéglace, the Ander dwarves are known for their martial prowess and fierce independence. Preferring isolation, they live apart from others, under the protective leadership of King Ander of Ander Hall. The current King Ander is a man of kindness and with a steel courage, renowned for his integrity.
The Anders strive to create a world where freedom and safety are everything, following the teachings of Forn. Their goal is to build a secure home that will inspire other dwarves to join them, uniting under shared values. Despite their approachable nature, their isolated and hazardous environment makes connection challenging.
As the first to settle in Mortéglace and establish their distinct way of life, the Ander Clan broke away from the Covenant with the dragons. Their decision marked a significant shift, influencing subsequent clans, especially the Rakankrak.
The core of the clan centers on establishing a haven in Mortéglace where the Stone Oaths may remain intact. Their dedication and interpretation of Forn's principles drives them to create an environment where freedom is a lived reality. The Anders envision their homeland as a beacon, attracting other dwarves who seek a life unbound by external rule. Their efforts focus on maintaining a robust community, resilient against the harshness of their surroundings and external threats. The clan's commitment to these goals shapes their strategies, governance, and interactions with others.
The other Clans of Forn are vital allies to the Ander Clan. Due to distance interactions may be rare, but the matron clans will forever be allies. Citizens of Mortéglace. The scattered towns and villages across Mortéglace, particularly along the coasts, have come under the informal protection of the Ander Clan. Over time, these communities have established trade agreements and mutual defense pacts with the dwarves. Traders, who facilitate the exchange of goods to and from Ander Hall, are especially regarded as a protected class, vital for the sustenance and prosperity of the region. The Astrologer and The Professor. These twin dragons serve as protected informants for the Ander Clan and are pivotal in the intelligence network of Mortéglace. Given aliases by the crown, their ability to subtly change their scales, shifting from hues of bronze to brass and copper, allows them to maintain disguise, a necessary precaution given their status as enemies of many lawless dragons and their position outside the Covenant. Their work involves gathering and sharing critical information, alerting locals and the Ander Clan to potential dangers. Regularly reporting to Ander Hall, they are integral to the realm's security and are generously compensated in return. Their role as informants has not come without risks. Recently, they have drawn the ire of Kaida, the Flaunting Fang, a blue dragon who rules a domain in the northeast near Ceristas. Kaida has placed a substantial bounty on them, and in response, they have not been seen in recent months. Warped Mammoth Crush. This gathering of fire giants, distorted by monstrous mutations, poses a significant threat to the Ander Clan. They worship the nightmarish Maegoloth the Apex, a creature of immense power and malice, and their devotion has only intensified with its recent release from the Ley Prison beneath Ander Hall. Maegoloth the Apex. Known to the dwarves as Guth-Nas Bloodbane, Maegoloth is what remains of the giant commander Aegoloth. Granted power by the god Ishkul, Maegoloth is a terrifying blend of wurm, giant, and owl. His mission to claim Mortéglace for the giants and Ishkul poses a direct risk to the Ander Clan's sovereignty and safety. Dragons of the Covenant. While the Ander Clan has a tenuous relationship with these dragons, the presence of so many lawless dragons in Mortéglace adds to the region's unpredictability and danger, making the role of information and defense even more vital. Most dragons avoid the area unless actively seeking to avoid the eyes of Emperor's Peak.
Purpose
The core of the clan centers on establishing a haven in Mortéglace where the Stone Oaths may remain intact. Their dedication and interpretation of Forn's principles drives them to create an environment where freedom is a lived reality. The Anders envision their homeland as a beacon, attracting other dwarves who seek a life unbound by external rule. Their efforts focus on maintaining a robust community, resilient against the harshness of their surroundings and external threats. The clan's commitment to these goals shapes their strategies, governance, and interactions with others.
Allies & Enemies
The other Clans of Forn are vital allies to the Ander Clan. Due to distance interactions may be rare, but the matron clans will forever be allies. Citizens of Mortéglace. The scattered towns and villages across Mortéglace, particularly along the coasts, have come under the informal protection of the Ander Clan. Over time, these communities have established trade agreements and mutual defense pacts with the dwarves. Traders, who facilitate the exchange of goods to and from Ander Hall, are especially regarded as a protected class, vital for the sustenance and prosperity of the region. The Astrologer and The Professor. These twin dragons serve as protected informants for the Ander Clan and are pivotal in the intelligence network of Mortéglace. Given aliases by the crown, their ability to subtly change their scales, shifting from hues of bronze to brass and copper, allows them to maintain disguise, a necessary precaution given their status as enemies of many lawless dragons and their position outside the Covenant. Their work involves gathering and sharing critical information, alerting locals and the Ander Clan to potential dangers. Regularly reporting to Ander Hall, they are integral to the realm's security and are generously compensated in return. Their role as informants has not come without risks. Recently, they have drawn the ire of Kaida, the Flaunting Fang, a blue dragon who rules a domain in the northeast near Ceristas. Kaida has placed a substantial bounty on them, and in response, they have not been seen in recent months. Warped Mammoth Crush. This gathering of fire giants, distorted by monstrous mutations, poses a significant threat to the Ander Clan. They worship the nightmarish Maegoloth the Apex, a creature of immense power and malice, and their devotion has only intensified with its recent release from the Ley Prison beneath Ander Hall. Maegoloth the Apex. Known to the dwarves as Guth-Nas Bloodbane, Maegoloth is what remains of the giant commander Aegoloth. Granted power by the god Ishkul, Maegoloth is a terrifying blend of wurm, giant, and owl. His mission to claim Mortéglace for the giants and Ishkul poses a direct risk to the Ander Clan's sovereignty and safety. Dragons of the Covenant. While the Ander Clan has a tenuous relationship with these dragons, the presence of so many lawless dragons in Mortéglace adds to the region's unpredictability and danger, making the role of information and defense even more vital. Most dragons avoid the area unless actively seeking to avoid the eyes of Emperor's Peak.
Character Background
For those interested in playing a member of the Ander Clan, you may find more information here:
Exiles of Ander Hall
Embracing the Ander Clan's creed of unity, Ander Hall offers sanctuary to all dwarves. It has become a refuge for those exiled or displaced from their homes, where they are welcomed as family. Newcomers often adopt new surnames, with 'Ander' and 'Penny' being popular choices, symbolizing their commitment to rejoining the whole of Forn. This open-door policy has led to a mixed reputation outside Mortéglace. Some view the city as a haven for those evading justice, whether their reasons are justified or not.Inner Chamber of Ander Hall
Famous Ander Architecture
Ander Hall is the pinnacle of dwarven architecture, unparalleled in scope and scale on Dromaria. Built within the Ander Mountains, its vast inner structures are a marvel of engineering. The precision and magnitude of the excavation defy belief, enhanced by the clan's prowess.
The dwarves' architectural influence extends across Mortéglace. Their style is marked by robustness and functionality, combined with an aesthetic that blends with the icy environment. As a result, most structures on the continent mirror Ander Hall's majestic yet practical design, often built from durable materials like granite and frost-resistant basalt. This architectural approach has not only given stability to settlements but also created a distinctive visual identity that harmonizes with the unforgiving frozen landscape.
Rakankrak Clan
Masters of earth and iron, the Rakankrak dwarves carved out their existence with unyielding hands and indomitable spirits. Originating as Bohdan's initial settlers, they founded Ugarth and laid the foundations of their thriving civilization in Rakankrak's Den. Famed for their skills as miners and artisans, they honed their Calling amidst the broken remains of the Orc's Teeth Mountains.
Surviving the Age of Horror, a time when ice gripped the world and forced their flight across the sea to Undai, the Rakankraks' eventual return to Bohdan marked a pivotal turn. They reclaimed their ancestral lands, only to find them transformed by the orcs who had settled in their absence. From this an alliance was forged, blending orcish fortitude with dwarven craftsmanship. As the years progressed the bond was epitomized in the creation of the Gearhead Expressway. Bohdan’s lifeblood, the Expressway, is a creation born from combined ingenuity. To the people of Bohdan it is more than a road; it’s a symbol of time-honored techniques blended with the evolving desire of modern craftsmanship.
The Rakankraks' commitment to their craft and their land is the cornerstone of their identity. Governed by a monarchy that values both tradition and progression, the clan continues to forge a path that seeks to respect the past while embracing the future.
The Rakankrak Clan’s ethos is built on unity. In co-leading the country of Bohdan, they demonstrate the power of collective governance, setting a model for all clan members. Being a Rakankrak transcends blood ties; it's an embrace of shared values and a commitment to familial bonds that extend throughout the community. Beyond preserving their own heritage, the Clan is dedicated to reuniting all dwarven nations under the teachings of Forn. This mission stems from their concern about the gradual fading of Forn's wisdom, not just among other clans but within certain elements of their own. Driven by this apprehension, they actively work to nurture solidarity among dwarves everywhere, hoping to reignite a collective adherence to ancient traditions. In the political arena, Cadmus and Venden, long ago parts of the Rakankrak domain, now function autonomously, yet under Thorn's overshadowing influence. This situation, enforced by Thorn's military and the Odelian Order, presents a complex challenge. Despite the visible troop buildup along their borders, the Rakankraks remain committed to diplomatic engagement. Their approach seeks to resolve tensions peacefully, standing in contrast to the fortified postures of their neighbors.
The Rakankrak Clan, integral to Bohdan’s identity, navigates a complicated web of alliances and rivalries shaped by history and current geopolitical realities. The other Clans of Forn are vital allies to the Rakankraks. While interactions may be rare with the distant Anders, the matron clans will forever be allies. Bohdan, distinct on Pathriam for its independence from the Covenant, attracts fewer dragons, marking it as an outlier and, to some, a potential threat. While the Rakankraks do not hold any particular animosity toward dragonkind, the Clan's desire for independence and the dragon's disdain of mechanical innovation has led to a lasting contempt between the groups. Champion Tommaso Chambers, leader of Ugarth, Bohdan's co-capital, works as a staunch ally of the Rakankrak Clan. The intertwined lives of the orcs and dwarves within Bohdan have fostered cooperation, with the Rakankraks providing essential resources that fuel the orcs' inventive spirit and mechanical prowess. Recently, a notable pact with the giants of Jothun'mir, known for their independence, has been signed. This agreement, centered around food provisions, ensures the giants' support in bolstering Bohdan's border defenses when necessary. Externally, the Rakankrak Clan views the neighboring territories of Venden, Cadmus, and the Thorn Territory as lands unjustly taken from them. Though there’s been no recent open hostility, the sense of loss and desire for reclaiming these areas persist within the clan. The Thorn Territory houses the Bleeders, a splinter group originating from the Rakankrak Clan. This faction, having rejected the orc-dwarf alliance after the Age of Horror, now acts as Thorn's primary military force in the region. Initially a derogatory term, "Bleeders" has been adopted by this group as a badge of honor, symbolizing their commitment to their cause and their relentless pursuit to restore their lost stature. While the Rakankrak Clan as a whole harbors resentment towards the territories governed by Thorn, the general populace of Bohdan doesn’t share this animosity to the same extent.
Purpose
The Rakankrak Clan’s ethos is built on unity. In co-leading the country of Bohdan, they demonstrate the power of collective governance, setting a model for all clan members. Being a Rakankrak transcends blood ties; it's an embrace of shared values and a commitment to familial bonds that extend throughout the community. Beyond preserving their own heritage, the Clan is dedicated to reuniting all dwarven nations under the teachings of Forn. This mission stems from their concern about the gradual fading of Forn's wisdom, not just among other clans but within certain elements of their own. Driven by this apprehension, they actively work to nurture solidarity among dwarves everywhere, hoping to reignite a collective adherence to ancient traditions. In the political arena, Cadmus and Venden, long ago parts of the Rakankrak domain, now function autonomously, yet under Thorn's overshadowing influence. This situation, enforced by Thorn's military and the Odelian Order, presents a complex challenge. Despite the visible troop buildup along their borders, the Rakankraks remain committed to diplomatic engagement. Their approach seeks to resolve tensions peacefully, standing in contrast to the fortified postures of their neighbors.
Allies & Enemies
The Rakankrak Clan, integral to Bohdan’s identity, navigates a complicated web of alliances and rivalries shaped by history and current geopolitical realities. The other Clans of Forn are vital allies to the Rakankraks. While interactions may be rare with the distant Anders, the matron clans will forever be allies. Bohdan, distinct on Pathriam for its independence from the Covenant, attracts fewer dragons, marking it as an outlier and, to some, a potential threat. While the Rakankraks do not hold any particular animosity toward dragonkind, the Clan's desire for independence and the dragon's disdain of mechanical innovation has led to a lasting contempt between the groups. Champion Tommaso Chambers, leader of Ugarth, Bohdan's co-capital, works as a staunch ally of the Rakankrak Clan. The intertwined lives of the orcs and dwarves within Bohdan have fostered cooperation, with the Rakankraks providing essential resources that fuel the orcs' inventive spirit and mechanical prowess. Recently, a notable pact with the giants of Jothun'mir, known for their independence, has been signed. This agreement, centered around food provisions, ensures the giants' support in bolstering Bohdan's border defenses when necessary. Externally, the Rakankrak Clan views the neighboring territories of Venden, Cadmus, and the Thorn Territory as lands unjustly taken from them. Though there’s been no recent open hostility, the sense of loss and desire for reclaiming these areas persist within the clan. The Thorn Territory houses the Bleeders, a splinter group originating from the Rakankrak Clan. This faction, having rejected the orc-dwarf alliance after the Age of Horror, now acts as Thorn's primary military force in the region. Initially a derogatory term, "Bleeders" has been adopted by this group as a badge of honor, symbolizing their commitment to their cause and their relentless pursuit to restore their lost stature. While the Rakankrak Clan as a whole harbors resentment towards the territories governed by Thorn, the general populace of Bohdan doesn’t share this animosity to the same extent.
Character Background
For those interested in playing a member of the Rakankrak Clan, you may find more information here:
Rakankrak Moot
The Rakankrak Moot, taking place at the border between Bohdan and the Thorn Territory, is an unprecedented event organized by the both sides of the divided Rakankrak Clan. Amidst a backdrop of long standing division, this gathering aims to provide a sense of reconciliation, and a chance for many Bleeders to see their homeland for the first time.
Both factions approach the moot with a mix of caution and optimism. The primary aim is to facilitate a reunion of families and kin, separated by years of discord. This gathering is not about political negotiations but about connecting through shared stories and experiences, bridging generational gaps.
The moot will allow dwarves from both sides to exchange stories of their heritage, deepening their understanding of each other's journeys. It's an opportunity to look beyond the rifts and envision a future where these once-divided groups can coexist harmoniously.
Ideally the leaders from both factions will use this time to engage in dialogue, exploring the potential for a more unified relationship. While the road to reconciliation is difficult, the moot symbolizes a hopeful step towards healing, driven by the shared history and culture that binds all dwarves of Forn.Final turn before Rakankrak's Den.
Dwarven Ashwagons
Ashwagon are embodiments of personal identity, designed with practicality in mind and the dwarves have long embraced the coal spewing vehicles.
Dwarven variations typically feature smaller reinforced frames, meant to withstand the rigors of rugged terrain, with additional storage for equipment and resources. Their modular nature allows for rapid customization, a particularly valued feature among dwarves who travel from site to site. Most are equipped with Skimmer Plates for navigating the more difficult areas off road. On the Gearhead Expressway a dwarves' ashwagon is a rolling representation of the Rakankrak Clan's unification with their homeland.Undain Clan
In the towering Crystalcap Mountains of Erindor, the Undain Clan excel as rulers, warriors, and artisans. Esteemed for their stonecarving, the dwarves treat this art as a sacred practice, with statues central to their identity. Distinguished by intricate tattoos symbolizing personal achievements, those with the most tattoos are highly esteemed, reflecting their adherence to the Stone Oaths of Forn.
Currently, the Undain are focusing inward, strengthening their resolve amid growing external threats. The recent breaches of the Ley Prisons and escalating dangers have led them to reinforce their alliances and brace for potential conflicts. This heightened sense of vigilance is shaping their approach to the future. While they hold a vision of sharing their culture beyond the mountains, current circumstances have led to a more reserved stance. The dream of cultural exchange and openness remains in the distance, overshadowed by the immediate need for security.
In their dealings with neighboring Thorn and the Tritos Dominion, the Undain maintain a defensive stance. They cautiously navigate these relationships, ensuring the stability of their people while still hoping to engage with the broader world. King Viggo Undain has been instrumental in reaching out to the other Clans of Forn, but the results have been modest. More than any other clan, the Undain have found themselves isolated, despite being situated in the heart of the most populated continent in the world.
Central to the Undain Clan's ethos are the Stone Oaths, especially 'Learn & Mentor' and 'Blood & Stone.' These tenets guide their commitment to preserving legacy and ensuring the clan's resilience. Prioritizing the security of their people, the Undain focus on maintaining the status quo within the nation of Erindor. Their vision emphasizes continuity, upholding traditions, and safeguarding cultural heritage. This approach has developed a strong community bond, rooted in shared values and mutual responsibilities. Internally, the clan reinforces its beliefs through education and adherence to Forn's teachings, particularly in the art of stonecarving. In light of evolving external threats, there are discussions about reinforcing their borders, reflecting their intent to protect their way of life.
The Undain Clan, ruling Erindor, values independence, but still relies on others. Their key alliance is with Thorn, which bolsters their diplomatic and regional strength. Relations with the Ander and Rakankrak Clans, their fellow Clans of Forn, have grown distant over time, with the Undain becoming more isolated in their mountain stronghold. Their relationship with the Darkstone Clan, part of the Tritos Dominion, is strained due to historical decisions during the Age of Horror. These dwarves, who refused to return home, have caused lasting tensions across generations. Although not nearly as strained, the sporadic visits from the Undai dwarves, who never returned from Erimata, remind them of their once-unified heritage. The Undain's military reputation is reinforced by their proactive role in conflicts like the Demon War and their strategic position between Pathriam's Eastlands and Westlands. The Clan has always supported their allies in times of crisis, most recently aiding Thorn post-Demon War.
Purpose
Central to the Undain Clan's ethos are the Stone Oaths, especially 'Learn & Mentor' and 'Blood & Stone.' These tenets guide their commitment to preserving legacy and ensuring the clan's resilience. Prioritizing the security of their people, the Undain focus on maintaining the status quo within the nation of Erindor. Their vision emphasizes continuity, upholding traditions, and safeguarding cultural heritage. This approach has developed a strong community bond, rooted in shared values and mutual responsibilities. Internally, the clan reinforces its beliefs through education and adherence to Forn's teachings, particularly in the art of stonecarving. In light of evolving external threats, there are discussions about reinforcing their borders, reflecting their intent to protect their way of life.
Allies & Enemies
The Undain Clan, ruling Erindor, values independence, but still relies on others. Their key alliance is with Thorn, which bolsters their diplomatic and regional strength. Relations with the Ander and Rakankrak Clans, their fellow Clans of Forn, have grown distant over time, with the Undain becoming more isolated in their mountain stronghold. Their relationship with the Darkstone Clan, part of the Tritos Dominion, is strained due to historical decisions during the Age of Horror. These dwarves, who refused to return home, have caused lasting tensions across generations. Although not nearly as strained, the sporadic visits from the Undai dwarves, who never returned from Erimata, remind them of their once-unified heritage. The Undain's military reputation is reinforced by their proactive role in conflicts like the Demon War and their strategic position between Pathriam's Eastlands and Westlands. The Clan has always supported their allies in times of crisis, most recently aiding Thorn post-Demon War.
Character Background
For those interested in playing a member of the Undain Clan, you may find more information here:
Walking the Cloud Breaker
Perched far above the capital city of Un-Dain is the Cloud Breaker Fortress. Because of the underground lifestyle, entrenched in their mountainous underground city, the citizens do not frequent the outdoors. To ensure exposure to the surface world, a cultural norm mandates every dwarf to serve rotations in the Cloud Breaker. This practice, while not conscription, guarantees that clan members experience life beyond their subterranean confines, something they have become reluctant to endure.King Heilga Undain monitoring the Cloud Breaker.
The Two-Faced God
The Undain Clan bestowed the title "The Two-Faced God" upon the former member of Forn, Dromadaes. While the deity aided in creating the Essence Forge and upholding the Covenant, he simultaneously betrayed their trust by ascending through dark sacrifices of the Undain people. The dwarves' disdain for Dromadaes is a bottomless pit, as his betrayal not only violated their sacred values but also left an indelible scar on their collective memory, forever tainting his legacy with the stain of treachery.Clans of Leng
The Leng Empire is governed by almost forty acknowledged clans. Among these, the Kamihikari, Kotodama, and Masuta clans wield the most significant influence, with all others under their jurisdiction. These clans are pivotal to the Eshanan elves' enduring faith and heritage.
Charged with the governance of Leng's territories, each clan manages various aspects of daily life, ranging from taxation and legal matters to mining and the arts. Following the Muindor Disputes and the elves' reunification, Emperor Aenaryuu decreed the Kamihikari Clan to oversee the spiritual well-being of the Empire, the Kotodama Clan to handle magical knowledge and preservation, and the Masuta Clan to supervise the martial and military prowess of the populace.
The death of Emperor Aenaryuu has since marked a turning point for the Leng Empire, stirring a sense of uncertainty. In these times of change, the clans look to one another for direction while strengthening their territories. The divine ancestry of Aenaryuu, offspring of Serithell and Sithir, and his 2,000-year reign fostered a unified Empire. However, the future now hangs in the balance.
The Clans of Leng are the backbone of the Empire, ensuring its functionality, preserving its history and legacy and enhancing the lives of the elves. United, the Leng Empire stands as the preeminent force in the world, and the coming years will be critical in determining how the clans navigate this period of significant transition.
Playing an Elf of Leng
If you're drawn to the allure of playing an elf of Leng, steeped in traditions and purpose, you can find specific backgrounds tailored to each of the three paramount clans within Chapter Six: Player Resources, offering individual clan backgrounds to enrich your character's story.
“The elves alone understand the needs of the natural order and the cost of failing to fulfill them. Nations will fall because of my commitments this day, but Dromaria and the elves will live on.”
~ Emperor Aenaryuu Kaless
Kamihikari Clan
The Kamihikari Clan have been tasked with the spiritual guidance of the Leng Empire. Comprised of dozens of other clans, the Kamihikari work as guardians of the Calling for the Eshanan elves. Known for their dedication to ancestral wisdom and practices, the clan holds a venerable place in the hearts and minds of their people, serving as a bridge between the past and present.
Throughout history, the Kamihikari have played a pivotal role in upholding and propagating the core values of the Empire. Today, they remain active in preserving these tenets, engaging in ceremonial rites, educational efforts, and diplomatic missions to reinforce the Empire's foundations and maintain the continuity of elven culture.
The Kamihikari are contrastingly esteemed and scrutinized, as they embody a connection to old customs. Their efforts to balance the sanctity of archaic practices with the evolving dynamics of contemporary society place them at the center of cultural discourse. As they strive to lead their kin, the Kamihikari Clan work hard to solidify themselves as spiritual custodians.
The Kamihikari Clan's core mission is to preserve and promote the divine heritage of the elves, guiding the community in both ceremonial and everyday practices. Entrusted with the wisdom of their forebears, they are the vanguards of tradition, weaving spiritualism into the fabric of daily life. Their teachings center around the Calling, specifically around the goddess Serithell. Pilgrimages within the Great Forest are common, seeking to bring elvenari into the fold. Simultaneously, the Kamihikari provide counsel to the ruling entities of the Leng Empire, ensuring that governance is infused with ethical and moral insight. They serve as religious leaders and cultural ambassadors where their efforts in community engagement are considered vital, reinforcing a collective identity among the elves.
The power dynamics within the Leng Empire are primarily influenced by three principal clans: Kamihikari, Kotodama, and Masuta. Central to this interplay is the Kamihikari Clan, situated in the Kerithal Territory, heartland of elven political power and the seat of the Emperor. The Kamihikari's longstanding alliance with the Ryuu Clan, attendants of the Emperor, continues to shape imperial policies, especially in light of the recent ascension of a new Emperor from the Kotodama Clan. While the Kamihikari align closely with the Kotodama and Masuta Clans in their commitment to tradition, each group brings its specific approach, arcane mastery from the Kotodama and martial prowess from the Masuta. However, this collective adherence to old customs places them in contrast with the Clan of the Fang, who advocate for substantial societal changes to align with modern values within the Kerithal Territory. In contrast, the Clan of the Cave, prioritizing environmental stewardship, holds a respectful yet distant relationship with the Kamihikari, steering clear of the territory's broader scope. A concerning element has been the return of Senex Malus, a necromancer with a notorious past. His resurgence poses a potential threat, with many uncertainties about the implications of his return. The Kamihikari Clan, mindful of his history, remains vigilant, prepared to face whatever challenges may arise from his reappearance.
Purpose
The Kamihikari Clan's core mission is to preserve and promote the divine heritage of the elves, guiding the community in both ceremonial and everyday practices. Entrusted with the wisdom of their forebears, they are the vanguards of tradition, weaving spiritualism into the fabric of daily life. Their teachings center around the Calling, specifically around the goddess Serithell. Pilgrimages within the Great Forest are common, seeking to bring elvenari into the fold. Simultaneously, the Kamihikari provide counsel to the ruling entities of the Leng Empire, ensuring that governance is infused with ethical and moral insight. They serve as religious leaders and cultural ambassadors where their efforts in community engagement are considered vital, reinforcing a collective identity among the elves.
Allies & Enemies
The power dynamics within the Leng Empire are primarily influenced by three principal clans: Kamihikari, Kotodama, and Masuta. Central to this interplay is the Kamihikari Clan, situated in the Kerithal Territory, heartland of elven political power and the seat of the Emperor. The Kamihikari's longstanding alliance with the Ryuu Clan, attendants of the Emperor, continues to shape imperial policies, especially in light of the recent ascension of a new Emperor from the Kotodama Clan. While the Kamihikari align closely with the Kotodama and Masuta Clans in their commitment to tradition, each group brings its specific approach, arcane mastery from the Kotodama and martial prowess from the Masuta. However, this collective adherence to old customs places them in contrast with the Clan of the Fang, who advocate for substantial societal changes to align with modern values within the Kerithal Territory. In contrast, the Clan of the Cave, prioritizing environmental stewardship, holds a respectful yet distant relationship with the Kamihikari, steering clear of the territory's broader scope. A concerning element has been the return of Senex Malus, a necromancer with a notorious past. His resurgence poses a potential threat, with many uncertainties about the implications of his return. The Kamihikari Clan, mindful of his history, remains vigilant, prepared to face whatever challenges may arise from his reappearance.
Character Background
For those interested in playing a member of the Kamihikari Clan, you may find more information here:
Kamihikari Iconography
Service to the Emperor
The Suoress Enclave directly serves the Emperor of Leng. Historically, the group has become integrated with the Kamihikari Clan, a result of Emperor Aenaryuu's longstanding, singular rulership over the entire Empire. This alignment was strategically designed to enable the Enclave to serve Emperors from various clans.
Primarily tasked with serving and advising, the Enclave's role involves directly executing the Emperor's directives. Members are handpicked by the Emperor, typically chosen from clans possessing specific skill sets pertinent to the Empire's needs. Considerable importance is placed on new appointments, with elves dedicating centuries of training in hopes of being selected.
The recent transition to a new Emperor has initiated a period of redefinition for the Enclave. Accustomed to serving Emperor Aenaryuu, the group now confronts the challenge of adapting to the leadership style of Emperor Elroth. This transition is unprecedented in the Enclave's history, necessitating a reevaluation of their approach to service. The current members, mainly those who served the former Emperor, have been recently joined by Grand Magus Eliraeth, an appointee of Emperor Elroth and the first elvenari to ever join the Suoress Enclave.Kotodama Clan
The Kotodama Clan are the caretakers of magical knowledge and application for the Leng Empire. Established by the illustrious Seinaru Kotodama, his legacy is inseparable from the Clan's identity. As the most devoted disciple of the goddess Serithell, Seinaru mastered his Calling through her presence, crafting a tradition of magic that the Empire has followed since.
By design, the Clan's values do not solely revolve around magic; they are about nurturing excellence in skill and character. Membership in the Kotodama Clan transcends bloodlines, welcoming those who demonstrate these virtues, whether they are born into the Clan or chosen for their merits.
Throughout the centuries, the Kotodama have been integral to the stewardship of the Leng Empire. They have shaped and maintained the continent of Leng's magical defenses, embedding their methods into the Empire's core education. Within the Kuran Territory, Seinaru's governance has resulted in a meticulously orchestrated system of surveillance, where magic is integrated into the oversight of its citizens, ensuring vigilance and order in every aspect of daily life.
The Clan's influence has seen fluctuations over time. Under the reign of Emperor Aenaryuu, policies often clashed with Seinaru's vision, and disagreements were common. Now, with the recent passing of Emperor Aenaryuu and the rise of a Kotodama member to the throne, the Clan's role in the Empire is undergoing a significant transformation.
Ages ago, in the aftermath of the Muindor Disputes, the Kotodama Clan ascended to governance over the Kuran Territory. During this period they were entrusted by the Emperor to guard the elves' arcane secrets. Under Seinaru Kotodama's leadership, the Clan transcended its original mandate, broadening its focus to include widespread education. Seinaru’s initiative led to the establishment of repositories across the territory, preserving arcane knowledge and ensuring that every elf with potential would receive magical training. The educational mission of the Kotodama Clan is twofold: to nurture magical talent, and to maintain vigilant control over its application. Their operations, though most intensive within the Kuran Territory, extend their surveillance across the Empire. In their advisory capacity to the Emperor and active participation in the Empire's governance, the Kotodama Clan wields substantial influence, epitomized by Seinaru Kotodama. As one of the preeminent figures in Dromaria, his impact is widespread, allowing the Clan to shape policies and decisions that affect the entirety of Leng.
The power dynamics within the Leng Empire are primarily influenced by three principal clans: Kamihikari, Kotodama, and Masuta. The Kotodama Clan, holding a sense of superiority due to their rigorous standards for excellence, maintains generally stable relationships with the other clans. While some vocal members of the Kotodama regard the Masuta as adherents to outdated practices and the Kamihikari as overly traditional, these views do not significantly hinder overall cooperation within the Empire's framework. On a global scale, the Clan's stance towards the Arcane Collective is one of deliberate distance, stemming from historical tensions that arose in the wake of the Age of Imperium. This has led to a cautious approach in their external magical interactions, with a focus on transparency to mitigate distrust. Inside the Kuran Territory, there is emerging discontent, primarily among the younger generations. This poses a growing challenge to the Clan's stringent policies. These small, yet increasingly vocal gatherings are part of a generational shift in attitudes towards the Clan's governance, signaling potential for more organized opposition in the future. With the recent ascension of a Kotodama member to the role of Emperor, the Clan faces an uncertain future, opening possibilities for change in external and internal relations.
Purpose
Ages ago, in the aftermath of the Muindor Disputes, the Kotodama Clan ascended to governance over the Kuran Territory. During this period they were entrusted by the Emperor to guard the elves' arcane secrets. Under Seinaru Kotodama's leadership, the Clan transcended its original mandate, broadening its focus to include widespread education. Seinaru’s initiative led to the establishment of repositories across the territory, preserving arcane knowledge and ensuring that every elf with potential would receive magical training. The educational mission of the Kotodama Clan is twofold: to nurture magical talent, and to maintain vigilant control over its application. Their operations, though most intensive within the Kuran Territory, extend their surveillance across the Empire. In their advisory capacity to the Emperor and active participation in the Empire's governance, the Kotodama Clan wields substantial influence, epitomized by Seinaru Kotodama. As one of the preeminent figures in Dromaria, his impact is widespread, allowing the Clan to shape policies and decisions that affect the entirety of Leng.
Allies & Enemies
The power dynamics within the Leng Empire are primarily influenced by three principal clans: Kamihikari, Kotodama, and Masuta. The Kotodama Clan, holding a sense of superiority due to their rigorous standards for excellence, maintains generally stable relationships with the other clans. While some vocal members of the Kotodama regard the Masuta as adherents to outdated practices and the Kamihikari as overly traditional, these views do not significantly hinder overall cooperation within the Empire's framework. On a global scale, the Clan's stance towards the Arcane Collective is one of deliberate distance, stemming from historical tensions that arose in the wake of the Age of Imperium. This has led to a cautious approach in their external magical interactions, with a focus on transparency to mitigate distrust. Inside the Kuran Territory, there is emerging discontent, primarily among the younger generations. This poses a growing challenge to the Clan's stringent policies. These small, yet increasingly vocal gatherings are part of a generational shift in attitudes towards the Clan's governance, signaling potential for more organized opposition in the future. With the recent ascension of a Kotodama member to the role of Emperor, the Clan faces an uncertain future, opening possibilities for change in external and internal relations.
Character Background
For those interested in playing a member of the Kotodama Clan, you may find more information here:
Schools of War
Initially formed in Kurago, the first capital of the Kuran Territory, the Magus originated from the Schools of War, a joint initiative of the Kotodama and Masuta Clans. Designed to blend magical prowess with martial skills, the Magus evolved into elite soldiers for the Kuran Territory.
Following the withdrawal of the Masuta Clan, Seinaru Kotodama established the Kaless Cantonment in the new capital, becoming the primary base for the Magus. While Kurago remains active as a training facility, the core of the Magus operations is now centered in the city of Kuran. Serving the Leng Empire as soldiers, mercenaries, and the specialized Virindal who enforce law in the Kuran Territory, the Magus represent the fusion of blade and spell, embodying the martial and arcane strengths of their heritage.The Tower of Enneth, seen from Por on a clear day.
Operating out of Kurago, Magus Decree is an official Guild of Tor. Under the leadership of Grand Magus Salazar Kotodama, Seinaru Kotodama's grandchild, the guild upholds the Kotodama Clan's legacy of excellence. Officially sponsored by the Kotodama Clan, Magus Decree represents the pinnacle of adventuring prowess, attracting only the most adept and capable individuals from across Dromaria.
Masuta Clan
Rulers and protectors of the Laon Territory, the Masuta Clan controls the smallest landmass of the dominant clans. Trusted with the Leng Empire’s physical strength, the Clan seeks to uphold military traditions passed down for thousands of years, actively instilling them into the structure of elven society.
The Clan functions as a territorial government, the Empire’s military branch, and historians of the Muindor Disputes. Their responsibilities revolve around patrolling the borders, training the citizens of the Empire, and providing war-time counsel to the Emperor. Most recently they protected their territory during the Demon War, providing a bastion of safety for Leng.
Encircled by the Great Forest, the Clan prides itself on its relationship with nature. Elvenari live in equal amounts to elves, integrated within the clans of the territory. Their entwined legacies are the foundation on which the elven nation was built, and the Clan actively works to respect their history.
During the founding of the new Leng Empire, Emperor Aenaryuu gave the Clan a directive: Allow Ael’mashtir to flourish and protect the Empire through martial fortitude. In the 2,000 years since that directive, the Masuta Clan has done precisely that. They work hard to faithfully adhere to the god Sithir's precepts as part of that mandate. The Clan maintains a culture that respects the knowledge of war and dedication to physical might. Almost all elves interact with the Masuta Clan at some point through military orientation. The Clan sends samurai across Leng to educate and train its citizens. These emissaries are the foremost representatives of the Clan. Seen as historians and warriors, they hold special privileges in society. The Masuta Clan trains and is the majority of the Leng Empire’s military. In times of need, they work with the Kotodama Clan for immediate deployment nationwide. The Clan controls the eastern seaboard, and the area of the Brethren Straight, boasting a moderately strong navy.
The power dynamics within the Leng Empire are primarily influenced by three principal clans: Kamihikari, Kotodama, and Masuta. Working alongside the Masuta in most things, the Zen Wa Clan is the only elvenari-led Clan within the political structure of Leng. They are the modern vanguards of Ael’mashtir, and produce the greatest blademasters in the world. Famous for their warriors, covertly, the Zen Wa also trains assassins and ninjas. The two clans work to maintain militant peace within their borders and beyond. The Kamihikari and Kotodama Clans typically regard the Masuta Clan as old-fashioned. Despite these views, the Clan’s relationships remain strong and committed to the health of the Empire. As nobles and politicians, the Masuta Clan advise the Emperor in tactics, census, and the Laon Territory's historical purpose. How well the new Emperor Elroth will synchronize with the Masuta Clan’s Calling is unknown.
Purpose
During the founding of the new Leng Empire, Emperor Aenaryuu gave the Clan a directive: Allow Ael’mashtir to flourish and protect the Empire through martial fortitude. In the 2,000 years since that directive, the Masuta Clan has done precisely that. They work hard to faithfully adhere to the god Sithir's precepts as part of that mandate. The Clan maintains a culture that respects the knowledge of war and dedication to physical might. Almost all elves interact with the Masuta Clan at some point through military orientation. The Clan sends samurai across Leng to educate and train its citizens. These emissaries are the foremost representatives of the Clan. Seen as historians and warriors, they hold special privileges in society. The Masuta Clan trains and is the majority of the Leng Empire’s military. In times of need, they work with the Kotodama Clan for immediate deployment nationwide. The Clan controls the eastern seaboard, and the area of the Brethren Straight, boasting a moderately strong navy.
Allies & Enemies
The power dynamics within the Leng Empire are primarily influenced by three principal clans: Kamihikari, Kotodama, and Masuta. Working alongside the Masuta in most things, the Zen Wa Clan is the only elvenari-led Clan within the political structure of Leng. They are the modern vanguards of Ael’mashtir, and produce the greatest blademasters in the world. Famous for their warriors, covertly, the Zen Wa also trains assassins and ninjas. The two clans work to maintain militant peace within their borders and beyond. The Kamihikari and Kotodama Clans typically regard the Masuta Clan as old-fashioned. Despite these views, the Clan’s relationships remain strong and committed to the health of the Empire. As nobles and politicians, the Masuta Clan advise the Emperor in tactics, census, and the Laon Territory's historical purpose. How well the new Emperor Elroth will synchronize with the Masuta Clan’s Calling is unknown.
Character Background
For those interested in playing a member of the Masuta Clan, you may find more information here:
Samurai emissary patrols the border.
Ael'mashtir
Many warriors follow the Calling of the Blade. In Laon, the tradition of Ael’mashtir is based on the instructions of Sithir Kaless. Across the territory, schools are devoted to his ideology. Practitioners carry a katana and an unsheathed silver push dagger around their necks.
Sithir found his Calling not in war but in the peace that followed. Songs and poetry have been composed for centuries, seeking to capture the tranquility described to a student when they first pick up their sword. Masters tell the blade what to cut, and that is all it touches.
To use a blade is to change the world, a permanent alteration to what exists. When one sheathes their sword in the following moments, they may find their Calling.Lawless Dragons
Dragons who do not align with the rules of the Covenant are labeled as lawless. While not a recognized faction, many of these dragons form gatherings and groups for their own purposes. Most dragons who live outside the Covenant do so on the continents of Ebon, Mortéglace, and Zan'deil, choosing to maintain their lairs away from mortal law. However, not all lawless dragons hide themselves away or act against mortals.
Like the mortals themselves, these dragons have created pockets of society, each different in their own right. Some choose to live solitary lives, while others form clutches with the intent of rebuilding in the north. Although rare, some reckless dragons live among mortals, choosing to display their dominance through terror. To be a lawless dragon is to constantly be at risk, but it comes with the benefit of being free from governance.
Most lawless dragons live by these simple principles: all lands belong to the dragons, freedom is of the utmost importance, everything smaller than them is food, and anything weaker than them should kneel or die. While the majority of lawless dragons have little love for their own kind and none at all for humanoids, believing mortals are a scourge on the world, not all feel this way. Many are inspired by the adoration and places of power mortals are inherently prone to give them, and will work to eliminate any threats to their comfortable positions.
Lawless dragons have few allies. There are those they can trust as equals and those beneath them. Their greatest threat to survival is the Covenant. The religion’s ardent followers are a constant thorn in the side for those dragons who don't adhere to the law. The only enemy that rivals Covenant devotees are other lawless dragons, constantly seeking to upset balance or claim a higher place in life. Followers of Rodgort look to lawless dragons as the burning claws of their deity and will enable them however they can.
Purpose
Most lawless dragons live by these simple principles: all lands belong to the dragons, freedom is of the utmost importance, everything smaller than them is food, and anything weaker than them should kneel or die. While the majority of lawless dragons have little love for their own kind and none at all for humanoids, believing mortals are a scourge on the world, not all feel this way. Many are inspired by the adoration and places of power mortals are inherently prone to give them, and will work to eliminate any threats to their comfortable positions.
Allies & Enemies
Lawless dragons have few allies. There are those they can trust as equals and those beneath them. Their greatest threat to survival is the Covenant. The religion’s ardent followers are a constant thorn in the side for those dragons who don't adhere to the law. The only enemy that rivals Covenant devotees are other lawless dragons, constantly seeking to upset balance or claim a higher place in life. Followers of Rodgort look to lawless dragons as the burning claws of their deity and will enable them however they can.
Character Background
For those interested in playing a dragonborn born to lawless dragons, you may find more information here:
Dragons Clashing over Mortéglace
The Bonepit
Lawless dragons are commonly thought of as enemies to civilization. Despite this, their physical remains are still protected under the Covenant. As such, there is a special place reserved for these dragons in the dragon graveyards of Cadmus. They are laid to rest in The Bonepit, a mass grave site dedicated to keeping the remains separate from the rest of the dragons. While still considered sacred, this separation is meant to punish those who stand against Covenant dragon rule.Odelian Order
The Odelian Order holds two distinct positions: the governance and education of the nation of Thorn. Consisting primarily of wizards and other spellcasters, their goal is to promote the use and preservation of magic, furthering exploration into the subject. Thorn prioritizes schooling, instilling a base level of arcane instruction into every citizen.
The Order’s primary job is to ensure this education fits the needs of the country, promoting equal access to all. Those who lead the institution are called Educators, and are given titles that reflect their personality and status. While the most well known members of the Order are politicians, its members are varied, consisting of everything from school administrators and corporate figureheads, to ensuring proper crop yield and patrolling the border.
To outsiders, the Odelian Order is the Upper Shelf, a selected group of individuals that run the majority of the country, working from the capital city of New Blarek. Charged with the health of the nation, most of its members are new following the Demon War, with only “The Masquerade” Dolle-Brassi Creed remaining from the old guard. As the nation recovers, it remains to be seen how effectively the new generation of Educators will guide their people.
The Odelian Order bears many burdens and encompasses a wide range of responsibilities. Defined by their creed to “Preserve and nurture magic in Thorn’s citizens,” the Order has done so by linking the use of the arcane to daily life. Through a comprehensive education system consisting of schools across the whole of Thorn, the Educators have ensured that everyone has access. The overall purpose is to improve the well being of future generations by preventing famine, poverty, and other instability. Those in the Upper Shelf, the highest level of Educator, rule the country. As part of this the Order oversees and runs the entirety of Thorn’s military. Consisting of a combination of wizards and martial troops, they work mostly as Tetrads, traveling across the country and maintaining the borders. Because of their diplomatic relations, the Order protects and aids most of its neighboring countries as well. In addition, to promote safety and reduce mortal casualties, the Order operates a group of enforcers known as the Nostros Arcanum, commonly called “Law Bots.” Currently the Order is heavily focused on reestablishing proper governance over the capital. Reconstruction is nearly complete, and it is time to look forward to the future.
The Odelian Order’s ties are intrinsically linked to the whole of Thorn. While the Order does have its own alliances, specifically with the Arcane Collective and the Sovereign Sage, the majority of their relationships remain the same as the nation. Each neighboring country, with the exception of Bohdan, has a long standing alliance with Thorn. Belwin, Cadmus, Erindor, Graetis, and Venden, are under the military protection of the Odelian Order, and operate within their purview. Alternatively Bohdan remains entirely independent, hoping to one day reclaim the land that Thorn now controls. While there is no open hostility, both nations patrol the borders and maintain military presence. Within the capital of New Blarek the Order has established a strong relationship with the Lothoren Church during the rebuilding of the city. The church has provided essential supplies and aid, and in turn the Order has allowed them a privileged position near the newly constructed Citadel Arcane. In Belwin to the south, the Otherwyld has been increasingly active, seeing fey spread across the Westlands. The Odelian Order has been working overtime to maintain safeguards against the incoming waves of chaos.
Purpose
The Odelian Order bears many burdens and encompasses a wide range of responsibilities. Defined by their creed to “Preserve and nurture magic in Thorn’s citizens,” the Order has done so by linking the use of the arcane to daily life. Through a comprehensive education system consisting of schools across the whole of Thorn, the Educators have ensured that everyone has access. The overall purpose is to improve the well being of future generations by preventing famine, poverty, and other instability. Those in the Upper Shelf, the highest level of Educator, rule the country. As part of this the Order oversees and runs the entirety of Thorn’s military. Consisting of a combination of wizards and martial troops, they work mostly as Tetrads, traveling across the country and maintaining the borders. Because of their diplomatic relations, the Order protects and aids most of its neighboring countries as well. In addition, to promote safety and reduce mortal casualties, the Order operates a group of enforcers known as the Nostros Arcanum, commonly called “Law Bots.” Currently the Order is heavily focused on reestablishing proper governance over the capital. Reconstruction is nearly complete, and it is time to look forward to the future.
Allies & Enemies
The Odelian Order’s ties are intrinsically linked to the whole of Thorn. While the Order does have its own alliances, specifically with the Arcane Collective and the Sovereign Sage, the majority of their relationships remain the same as the nation. Each neighboring country, with the exception of Bohdan, has a long standing alliance with Thorn. Belwin, Cadmus, Erindor, Graetis, and Venden, are under the military protection of the Odelian Order, and operate within their purview. Alternatively Bohdan remains entirely independent, hoping to one day reclaim the land that Thorn now controls. While there is no open hostility, both nations patrol the borders and maintain military presence. Within the capital of New Blarek the Order has established a strong relationship with the Lothoren Church during the rebuilding of the city. The church has provided essential supplies and aid, and in turn the Order has allowed them a privileged position near the newly constructed Citadel Arcane. In Belwin to the south, the Otherwyld has been increasingly active, seeing fey spread across the Westlands. The Odelian Order has been working overtime to maintain safeguards against the incoming waves of chaos.
Characters in the Odelian Order
For those interested in playing a citizen of Thorn, you may find more information here:
For those interested in playing a wizard of the Odelian Order, you may find the subclass here:
Ranks of the Odelian Order
The Odelian Order consists of three primary divisions, those on the Upper Shelf, those serving in the military, and everyone else. Individuals serving in the Upper Shelf hold no additional ranks, but are recognized as the defacto leaders of both the Order and Thorn. For full details on each rank, including their roles and responsibilities, refer to: Ranks of the Odelian Order.
Educator
Seeker
Administer
Archivist
Master
Page
Curator
Academic
Journalist
Seeker
Administer
Archivist
Master
Page
Curator
Academic
Journalist
Military Ranks
Thorn’s ranking troops function as Tetrads, battalions consisting of four soldiers with different specialties who can be called upon to react at a moment’s notice. They are deployed outside of their stationed locales only in dire threats and emergencies. Tetrads are often called the “M4,” consisting of the ranks Mage, Mancer, Marauder, and Medic. All four titles hold the same rank, answering to Educators and Seekers."How much of our struggle could have been avoided had we only embraced the potential that magic provides sooner? It is the responsibility of every living person to equip themselves with these gifts, so that those that come after us may thrive where we have suffered."~ Educator Penelope Fischer
"The Saint of Exorcism"
Order of the Veil
Dromaria is a world open to the elements, where conduits of energy move through pathways connected to the Primal Dragons. These openings are fundamental to providing sustenance to the world and its inhabitants, but they leave vulnerabilities to that which lurks beyond reality. There are aberrations, elementals, and other outsiders that live to meddle, disturbing the natural order. Protecting against these events, and guarding the world from metaphysical threats, is the purpose of the Order of the Veil.
The Order works in relative secrecy, known only to world leaders and the citizens of Stonehome, where their headquarters is located. Their goal is to observe and stop that which originates from beyond Dromaria, whether extraplanar or from other worlds. The organization has approximately two hundred agents spread throughout the realm, with another hundred or so stationed at Stonehome. Most have ties to nature, stemming from the teachings of Groman.
Cooperating with animals and naturally spawned elementals, the Order maintains surveillance globally. Known to operate out of Emperor's Peak, Heslish, Kurago, Tao, and the Shifting Citadel, the Order is generally the first group on the scene at any major incursion, albeit usually observing secretly from the fringes. Utilizing the Worldtrees to travel quickly from one continent to another, the Order works diligently to save Dromaria from the same fate as the other worlds in the Sunrun System.
The Order of the Veil was founded to observe and eliminate threats that come from beyond Dromaria, based on the tenets of Groman. They actively work across the world to prevent external entities from causing harm. As part of their doctrine, they preserve and maintain the balance of nature in all of their endeavors, working with it to create planar stability. Of late the Order’s primary directives have been observing the rising tide of warlocks. Patrons, specifically of the demonic variety, have become an ever-increasing concern; now, more than ever, people are beseeching whatever exists beyond the veil to grant them power. The Order has been tracking and observing these individuals but has yet to interfere. To maintain their secrecy, the Order rarely intercedes directly. Instead, they draw the attention of those in power and work to bring the correct people to task. Once stability has been maintained, they will work to prevent it from happening again. Due to the Demon War and subsequent breaking of the Ley Prison, the Order’s resources have been stretched extremely thin. For now they continue as they always have, but with an initiative to recruit new members.
Due to the secretive nature of the Order of the Veil they are selective in who they work with. Those considered allies are individuals who can maintain discretion and have interest in protecting the greater whole. At the Worldtree in Stonehome the god Groman is occasionally seen working alongside the Order. Since the Summertide faith is devoted to Groman and their teachings, those who know of the Order often conflate the two, despite members of both refuting the claims. Groups such as the Arcane Collective and Odelian Order both recognize the Order of the Veil’s importance. However, they regularly enter into power struggles against each other. The magical factions are always pushing the boundaries of what is possible, and the Order works to maintain a delicate balance. These conflicts have regularly caused the Sovereign Sage to intercede on the Order of the Veil’s behalf, demanding their presence when necessary. The dragons look to the Order of the Veil as the mortal custodians of nature and consider them a subsidiary of the Sovereign Sage. The Otherwyld has been, until recently, the biggest threat to Dromaria’s survival. Their goddess Dipthi is considered an outsider presence with a firm foothold on the world. Now, with the breaking of the Ley Prisons, the Order of the Veil has been left scrambling for damage control, leaving the Otherwyld largely unsupervised. The horrors who escaped the prisons, contain outsiders that may do irreparable damage to Dromaria, making them the Order’s top priority.
Purpose
The Order of the Veil was founded to observe and eliminate threats that come from beyond Dromaria, based on the tenets of Groman. They actively work across the world to prevent external entities from causing harm. As part of their doctrine, they preserve and maintain the balance of nature in all of their endeavors, working with it to create planar stability. Of late the Order’s primary directives have been observing the rising tide of warlocks. Patrons, specifically of the demonic variety, have become an ever-increasing concern; now, more than ever, people are beseeching whatever exists beyond the veil to grant them power. The Order has been tracking and observing these individuals but has yet to interfere. To maintain their secrecy, the Order rarely intercedes directly. Instead, they draw the attention of those in power and work to bring the correct people to task. Once stability has been maintained, they will work to prevent it from happening again. Due to the Demon War and subsequent breaking of the Ley Prison, the Order’s resources have been stretched extremely thin. For now they continue as they always have, but with an initiative to recruit new members.
Allies & Enemies
Due to the secretive nature of the Order of the Veil they are selective in who they work with. Those considered allies are individuals who can maintain discretion and have interest in protecting the greater whole. At the Worldtree in Stonehome the god Groman is occasionally seen working alongside the Order. Since the Summertide faith is devoted to Groman and their teachings, those who know of the Order often conflate the two, despite members of both refuting the claims. Groups such as the Arcane Collective and Odelian Order both recognize the Order of the Veil’s importance. However, they regularly enter into power struggles against each other. The magical factions are always pushing the boundaries of what is possible, and the Order works to maintain a delicate balance. These conflicts have regularly caused the Sovereign Sage to intercede on the Order of the Veil’s behalf, demanding their presence when necessary. The dragons look to the Order of the Veil as the mortal custodians of nature and consider them a subsidiary of the Sovereign Sage. The Otherwyld has been, until recently, the biggest threat to Dromaria’s survival. Their goddess Dipthi is considered an outsider presence with a firm foothold on the world. Now, with the breaking of the Ley Prisons, the Order of the Veil has been left scrambling for damage control, leaving the Otherwyld largely unsupervised. The horrors who escaped the prisons, contain outsiders that may do irreparable damage to Dromaria, making them the Order’s top priority.
Animal Companions
For centuries the Order of the Veil has worked outside Stonehome to rehabilitate and protect the animals of Pathriam. The druids acclimate the beasts to live alongside them, training them as agents of the Order. Some choose to return to the wild, but most stay, serving the world alongside their caretakers.
The animals commonly choose members of the Order to bond with, becoming lifelong companions. These relationships extend beyond that of a pet, creating friendships that last generations. Many of the animals teach their own young how to cooperate with the mortals, learning alongside the Order to better serve Dromaria. Animal companions raised by the Order are exceptionally intelligent and well-trained.The Shifting Citadel
Located in the Thorn Territory, the Shifting Citadel is among the greatest anomalies in Dromaria. The area was once known as Weinod’s Circle, but during the Demon War, the resurrection of Gaides Krazier caused an extraplanar rift that tore the fabric of reality. In the aftermath, a large citadel made of a glowing white stone stood in the center of the clearing and Gaides was nowhere to be seen.
Since this event, there have been numerous attempts to study the phenomenon. Those who have gone inside speak of constantly moving halls and doorways leading to other places in the world entirely. Creatures from far beyond the region have been seen in the area, somehow emerging from within the building. Due to its exceptionally dangerous nature, the Order has restricted all access to the area, leaving Laila Yardley in charge."Our very existence is under constant threat from entities that lurk on the fringes of reality, patiently waiting for a time to strike. The Order of the Veil are not blind to their intentions, and any attempts to corrupt our hearts and homes will face the wrath of Dromaria itself."~ Devrem Wolfborne
The Thundering Flight
When the Covenant was founded, it required individuals who would bear its weight. As part of the agreement, the position of the Sovereign Sage was established. The Sage was responsible for upholding the laws and being the mediator between the dragons and mortals. The dragons themselves formed the Thundering Flight, a tribunal of three whose objective was to be the final rule in all matters related to the Covenant.
In the ages since the Flight has taken on more responsibility. After the Dragon's Peace was signed and mortals were given the opportunity to live on Erimata, the physical rule of the Covenant became far more vital. The members of the Flight were forced to cover much of the continent, dealing out regular punishments. In response, each Erimata nation has developed systems of law to work alongside the Thundering Flight, allowing others to bear varying levels of authority.
Anyone born in Erimata is a citizen under the Dragon's Peace and is subject to the power of the Thundering Flight and the Sovereign Sage. Opposition inevitably results in exile or death. The tribunal has become far more involved in politics than was originally intended. While an honored position, the Thundering Flight is seldom coveted by those who hold it.
When a member of the Flight dies, all available dragons convene on Emperor's Peak to appoint a new member. This task is known to take considerable time, sometimes up to decades. Most dragons are unwilling to give up their own freedoms for the greater good. It usually isn't until a dragon is bullied into the position that it is accepted.
The Thundering Flight rules over The Covenant for the dragons residing in Dromaria. It primarily operates within dragon-controlled territory but can be called to intervene in extreme matters outside of Erimata, with its verdict being the final say. Every Erimata nation has its own government, but all are subject to the Thundering Flight. The Flight's governmental objectives are to preserve the dragons' culture by ensuring national education, safeguarding elder draconic entities, and the defensive might of Erimata. Although the Flight doesn't get involved with local disputes, there are usually dragonborn representatives present in legal proceedings and court cases. Currently, the Thundering Flight is mainly concerned with radical lawless dragons, attacks on The Covenant, and the fugitives of the Ley Prisons.
The Thundering Flight considers anyone who opposes them as an enemy of The Covenant. This is a belief held by the dragons of Erimata, and it is unlikely to change. There is no middle ground when dealing with the Flight; you either agree with them, or you are wrong. The regional leaders of Erimata work under the orders of the Flight, and while they do not report directly, it is understood that the Flight has the power to depose and replace any leader they choose. The relationship and priorities of these leaders greatly depend on the dragons currently presiding over the Flight. The churches of Matunas and Dromadaes exist throughout all of Erimata and work in collaboration with the government. These religious institutions are dedicated to the Covenant and aim to educate citizens about the proper use and reverence of arcane teachings. Their presence has played a significant role in shaping the religious culture for mortals in the dragonlands. The Sovereign Sage also interacts with the Thundering Flight and shares many responsibilities with them. Harvie Ambrosius held the position of Sage for the last 1,500 years, but with his failure, the Flight ruled that he had to leave the position. The new Sage, Malik Kincaid, has a fledgling relationship with the dragons that is yet unproven. The Covenant constantly faces multiple enemies, but the biggest danger comes from the lawless dragons of Mortéglace and Ebon. These dragons live in isolation, but when they gather and work together, they become a significant challenge for the Flight. As the lawless dragons are a major threat, the Flight is constantly dealing with them. The most notorious beings that have breached the Covenant are known as Unforgiven. To be Unforgiven means to embody ideals that persist through actions; they are beings who, even after being defeated, continue to sow discord through memory. These are immortals, gods, monsters, and men whom the Thundering Flight will continue to battle. Many creatures recently released from the Ley Prisons have connections to Unforgiven or are among them themselves.
Purpose
The Thundering Flight rules over The Covenant for the dragons residing in Dromaria. It primarily operates within dragon-controlled territory but can be called to intervene in extreme matters outside of Erimata, with its verdict being the final say. Every Erimata nation has its own government, but all are subject to the Thundering Flight. The Flight's governmental objectives are to preserve the dragons' culture by ensuring national education, safeguarding elder draconic entities, and the defensive might of Erimata. Although the Flight doesn't get involved with local disputes, there are usually dragonborn representatives present in legal proceedings and court cases. Currently, the Thundering Flight is mainly concerned with radical lawless dragons, attacks on The Covenant, and the fugitives of the Ley Prisons.
Allies & Enemies
The Thundering Flight considers anyone who opposes them as an enemy of The Covenant. This is a belief held by the dragons of Erimata, and it is unlikely to change. There is no middle ground when dealing with the Flight; you either agree with them, or you are wrong. The regional leaders of Erimata work under the orders of the Flight, and while they do not report directly, it is understood that the Flight has the power to depose and replace any leader they choose. The relationship and priorities of these leaders greatly depend on the dragons currently presiding over the Flight. The churches of Matunas and Dromadaes exist throughout all of Erimata and work in collaboration with the government. These religious institutions are dedicated to the Covenant and aim to educate citizens about the proper use and reverence of arcane teachings. Their presence has played a significant role in shaping the religious culture for mortals in the dragonlands. The Sovereign Sage also interacts with the Thundering Flight and shares many responsibilities with them. Harvie Ambrosius held the position of Sage for the last 1,500 years, but with his failure, the Flight ruled that he had to leave the position. The new Sage, Malik Kincaid, has a fledgling relationship with the dragons that is yet unproven. The Covenant constantly faces multiple enemies, but the biggest danger comes from the lawless dragons of Mortéglace and Ebon. These dragons live in isolation, but when they gather and work together, they become a significant challenge for the Flight. As the lawless dragons are a major threat, the Flight is constantly dealing with them. The most notorious beings that have breached the Covenant are known as Unforgiven. To be Unforgiven means to embody ideals that persist through actions; they are beings who, even after being defeated, continue to sow discord through memory. These are immortals, gods, monsters, and men whom the Thundering Flight will continue to battle. Many creatures recently released from the Ley Prisons have connections to Unforgiven or are among them themselves.
The Seats of Power
In Yen Su Ma, on the western coast, there are two large plateaus that rise above the clifftops. These landmarks are known as Greyroost and Dagger's Tabernacle, and they are home to the rulers of the dragonlands.
Greyroost is where the Thundering Flight nests, with three dragons claiming it as their home. It is a place of intersecting elemental pathways that have become a nexus of dragon lairs over thousands of years. The dragons share the power they have pooled, living together in a blend of different elements.
Dagger's Tabernacle is a city in itself that serves as the center of power for the Monarchy, the rulers of Yen Su Ma and the Thundering Flight. It consists of various buildings, courts, and open spaces that are large enough to accommodate even the biggest dragons. There are also repositories of knowledge and vaults of power located both inside and outside the plateau."Modern dragons have lost. You obsess over trivialty, while those of us who laboriously drudge through your politics watch in disbelief. If you seek agency in our affairs, then you should take on the task yourselves."
~ Fushio, the Booming Bellows
Retirement Speech
Unforgiven: Senex Malus
Senex Malus is infamous for giving rise to the first undead dragon and was imprisoned in the Ley Prison beneath Emperor's Peak for doing so. After his follower, the Prophet Stroud, sacrificed himself to break the prison's spell, Malus was freed. He has remained unseen ever since.
In response to Malus's disappearance, dragons have taken up residence in Leng, near the cities of Li, Dao and Mai, where Malus's tower once stood. The Thundering Flight has declared that any necromancy performed within Erimata will result in execution. The clerics of Matunas and Dromadaes have taken up permanent residency in Emperor's Peak, working tirelessly to eradicate every trace of Stroud's lingering spellwork.The Guilds
Guilds have become an integral part of adventuring on Dromaria. With the current state of the world, there are always beasts lurking in the night, demons to be slain, or some kind of nefarious deed to be committed. It has become regular practice for those seeking help to hire a guild and have them handle the task.
Unlike the major factions and political parties that need to answer to the citizens or hierarchy of the region, guilds are in business for themselves. They answer to their own leaders and serve their own agendas. Guilds can be found all over Dromaria. While some remain exclusive to a specific area, others operate globally. These collectives of professionals and adventurers are involved in anything from shady dealings and monster hunting to aiding the impoverished. If you can make money off of something, a guild likely exists to capitalize on it.
Using the Guilds
The guilds are intended to be a gateway to adventuring, patrons that can help players along the way or find work for the freelancers. In some areas, a guild affiliation is needed to adventure legally, making dealings with one or many guilds a requirement. The Guilds of Naga Cove and Purpose are designed for GM-run interactions and adventures that PCs may get involved with over time. The Guilds of Tor are designed for players to engage with early, creating campaign-long bonds.Guilds of Naga Cove
The Guilds of Naga Cove are a collective of pirates who have created a society based on mutual survival. Their origins stem from Dendenwine, the fallen elven kingdom, and descendants attempting to reclaim what was lost. As time passed the area began to attract vagabonds and criminals, seeking to escape the mainlands.
From there the guilds were formed, a group of people seeking to find common ground and thrive in a world where they were not wanted. They created a set of laws, called The Codes of the Naga, six core rules that would define them. The people began to live at sea, calling the scattered islands they would return to Naga Cove.
Now, pirates of the high seas, each vessel is considered a guild under the banner of the Guilds of Naga Cove. They travel, steal, and pillage across all regions, excluding Leng and Dendenwine. The guilds are a united front, forming an unbreakable bond between criminals. The captains preach a need for unity among each other, finding common ground in a world that wishes them gone.
Each guild has its own leader, with the entirety of the enterprise helmed by the senior captain. There are currently twenty-six guilds flying the colors of Naga Cove and five captains serving on the small council under the leadership of Captain Caly Wakewalker.
The guilds are centered around the eastern side of Dendenwine in a series of small, difficult-to-navigate islands. Moving across the region, they run a black market on a series of barges called the Nagajara. Anything can be found there with the exclusion of items violating the Covenant. To maintain peace in their region the code forbids interfering with the dragons or the elves who legally control the territory. The nation of Leng ignores the dealings of the Guilds and works directly with an intermediary to maintain peace.
The pirates of Naga Cove follow six core rules that define them. These codes were established during the founding, and it was agreed upon that these would be the only rules any pirate would ever have to follow again. Every pirate who flies a flag of Naga Cove must swear to the Code. The captain of a sworn vessel ensures their crew stays in line or faces the consequences themselves. The guilds are policed by a force known as The Rippers, a sect devoted to upholding the Codes. If a ship is accused, the Rippers are authorized to bring members before a tribunal of gathered captains. If an agreement cannot be made the senior captain of the guild presides over the ruling.
The Codes of the Naga
The pirates of Naga Cove follow six core rules that define them. These codes were established during the founding, and it was agreed upon that these would be the only rules any pirate would ever have to follow again. Every pirate who flies a flag of Naga Cove must swear to the Code. The captain of a sworn vessel ensures their crew stays in line or faces the consequences themselves. The guilds are policed by a force known as The Rippers, a sect devoted to upholding the Codes. If a ship is accused, the Rippers are authorized to bring members before a tribunal of gathered captains. If an agreement cannot be made the senior captain of the guild presides over the ruling.
- Captain’s Honors Code. During conflict between guild members, the vessel’s captain is considered the judge, jury, and executioner. Should the conflict be between two captains, the issue may be solved in ship-to-ship combat or a captain's duel.
- The Dendenwine Code. Leng, its ships, and its people are off-limits.
- The Dragon Code. Uphold the Covenant.
- The First Mate Code. A threat against one guild ship is a threat against all.
- The O’Leary Code. Pirates don't steal from pirates.
- The Sandy Heel Code. Judgment on land is forbidden. All issues are to be resolved at sea.
Guild Haunts
The guilds are known to frequent two main locations outside Naga Cove: the coastal towns of the Esh Republic and the boiling islands of the Scorched Sea.
Along the eastern coastline of the Esh Republic, it is common to see the green and purple flags of the guilds docked. The nation is one of the few places where pirates are allowed to trade freely. While not a pleasant sight for the citizens, the cities have become reliant on the arrangement.
In the Scorched Sea, pirates are not welcome but this does nothing to dissuade them. The area is a national hub for ship maintenance and design, attracting some of the world’s best shipwrights. Despite their differences, when pirates visit they typically keep the peace, not wanting to burn one of the few bridges they have.The Flag of The Rippers
“Being a member of Naga Cove means being part of a brotherhood. Having a family you always wanted, the ones who will lift you up at your lowest and fight like the devil by your side. We don't offer sanctuary here, but if it's a life of freedom you seek, you needn’t look any further.”~ Captain Shane Forsworn
Guilds of Purpose
The Guilds of Purpose is an extremely private collection of potion makers spread across Dromaria with a headquarters in the city of Will, found in the Thorn Territory. They specialize in the creation of magically crafted scrolls, formulas, tonics, and other life-saving concoctions. Because many of the guild’s practices border on the illegal, they require a need for absolute privacy. To outsiders the Guilds of Purpose are a mystery, employing an unknown number of members, hidden agendas, and alchemical secrets.
Four different sects make up the Guilds of Purpose: Alchemical Life, Alchemical Death, Magical Life, and Magical Death. Each sect has a leader in charge of keeping their knowledge protected from the others. To secure this confidentiality, members work separately, with each portion of the formula known to only one sect or individual. Maintaining a need for collaboration ensures no one ever has access to all of the guild’s secrets at once and instills a sense of camaraderie in the members.
Over their 300 years of business, the guilds have grown significantly, sharing their miracles with the world. As demand has risen, every nation has taken notice and worked with the Guilds of Purpose in some capacity. Fearful that such exposure will risk the guild’s nature, leaders of the past have been reclusive. However, the current leader, Eremite Terrence Junius has made a concerted effort to change these ways, ensuring a steady flow of medicine to those in need.
Origins of Purpose
The guild’s origins are centered around its founder, Patience “Pat” Viali. Pat began to produce potions in an attempt to heal herself from an unknown affliction. Whatever potions she didn’t use, she left outside her home. The medicine worked so effectively that desperate people began to gather. In response, Pat locked herself away, but still left her potions outside.
By the time Pat cured herself, it is said she had developed over 1,000 potions. When she emerged, it was to gather others and teach them. Where her home once stood, the city built a small keep in Pat's honor called Bastion Nesta Ma’r, also known as “The Gate of Patience.” Pat lived 200 more years, officially forming the Guilds of Purpose and creating the foundations for what exists today.
Guilds of Tor
Everywhere there are people there is a need for work. The Guilds of Tor facilitate the adventuring lifestyle worldwide, promoting their members, bidding for jobs, and creating a legal framework under which to do it all.
Based in the city of Tor, in the nation of Liyish, the guilds began as a form of bureaucracy designed to take pressure off the primal dragon Nat’sunseer. Liyish was founded on the primal’s desire to collect and share knowledge. To do so, the Guilds of Tor’s main objectives were to prevent Nath'sunseer from becoming bogged down in administrative details and to ensure that every student and guild member had an equal chance at success, whether in education or adventurous pursuits.
The guild headquarters is located in Tor, on the famous Denwa Street, but guildhouses are found almost everywhere. No matter where they are, each guild is guided by specific principles. The first and most important is to follow the Covenant. After which, each guild has its unique defining ideals and interests, aligning with what jobs and licenses they procure. Newcomers, long-tenured students, faculty, and adventurers alike, will regularly find themselves navigating the Guilds' intricate administrative framework.
Listed here are the Guilds of Tor found in this chapter:
Found here are fourteen unique guilds designed for players and GMs to enhance their adventures. Included with each is everything you need to know about the guild, including their leaders, ideals, interests, jobs, starting equipment, and downtime benefits. Every guild lists where their jurisdiction is and what they are licensed to do. The Guilds of Tor encompass hundreds of guilds; the majority of which handle bookkeeping, government, and financial work. However, what the Guilds of Tor are most famous for is adventure. Anywhere there is a guild presence it is possible to get information about rankings and potential bids. The minutiae of most work happens behind the scenes, with guilds wheeling and dealing as needed. These things can be handled in the background, such as bidding for jobs and the necessary legal work to keep licensed adventurers out of trouble. As long as the PCs are doing what they are allowed to do, the guilds can handle the legal mishaps that come with a miscast fireball or rescuing the wrong captive. Using guild licenses, each member is permitted to do assigned work in specific regions. Jobs may come through direct communication or from local officials who have put in requests. No matter the location, having a guild allows for regular employment and adventurers that fit a group’s playstyle. There is always another guild to join if your current one doesn’t operate where you are. Every guild and member, excluding the Grisly Six, is ranked weekly. These rankings are posted in every guild hall and inn. The highest-ranking members will never find themselves wanting for work, gaining celebrity and fame, while the guilds can leverage better pay and opportunities. By the time members have climbed the rankings, they are often in charge or playing major parts in their guild’s hierarchy. The ranking methods are kept as strict guild secrets, handled at the headquarters in Tor, purposefully designed to instill competition and growth.
Adventuring Guild Operations
Found here are fourteen unique guilds designed for players and GMs to enhance their adventures. Included with each is everything you need to know about the guild, including their leaders, ideals, interests, jobs, starting equipment, and downtime benefits. Every guild lists where their jurisdiction is and what they are licensed to do. The Guilds of Tor encompass hundreds of guilds; the majority of which handle bookkeeping, government, and financial work. However, what the Guilds of Tor are most famous for is adventure. Anywhere there is a guild presence it is possible to get information about rankings and potential bids. The minutiae of most work happens behind the scenes, with guilds wheeling and dealing as needed. These things can be handled in the background, such as bidding for jobs and the necessary legal work to keep licensed adventurers out of trouble. As long as the PCs are doing what they are allowed to do, the guilds can handle the legal mishaps that come with a miscast fireball or rescuing the wrong captive. Using guild licenses, each member is permitted to do assigned work in specific regions. Jobs may come through direct communication or from local officials who have put in requests. No matter the location, having a guild allows for regular employment and adventurers that fit a group’s playstyle. There is always another guild to join if your current one doesn’t operate where you are. Every guild and member, excluding the Grisly Six, is ranked weekly. These rankings are posted in every guild hall and inn. The highest-ranking members will never find themselves wanting for work, gaining celebrity and fame, while the guilds can leverage better pay and opportunities. By the time members have climbed the rankings, they are often in charge or playing major parts in their guild’s hierarchy. The ranking methods are kept as strict guild secrets, handled at the headquarters in Tor, purposefully designed to instill competition and growth.
The bustling controlled chaos of Denwa Street during Celivale Eve.
Joining a Guild
How and when guilds are used is entirely up to the individual running your game. Some GMs may choose to start with everyone already in a guild, handing out whatever benefits they wish from the starting options. Others may choose to have the guilds come into play later, attempting to hinder or recruit you on your adventure. Before you choose any options presented in this chapter speak with your GM about their intentions and let them know if you have an interest in being part of a Guild of Tor. You don’t have to be from Tor to join the guilds. Adventuring parties often include members of different guilds working toward the same cause, becoming common practice for multiple groups to collaborate when necessary. Guilds provide a number of incentives, including regular pay, resources, and other forms of backing. Whenever you are on the wrong side of the law ask yourself, would I still be in trouble if I was a licensed adventurer?Guild Benefits
By becoming a member, you are invited to use the Guilds of Tor’s vast network of resources, including access to knowledge, jobs, and consistent pay. Beyond this, every individual guild has a subset of additional perks unique to itself, from starting gear to downtime benefits. What a character gets up to in between adventures helps define who they become. The Guilds of Tor listed here have options for enhancing the basic downtime rules found in the Dungeon Master’s Guide and additional rules provided in Xanathar’s Guide to Everything. Part of a character’s downtime is making new personal connections. Some jobs may lead to new allies, but most activities have a chance to incur a rival. A rival’s goals, assets, and plans are defined by their relationship to your character and are created by your GM. Found on the Rival and Ally Tables are possible individuals that may be encountered in Dromaria, and quirks that help define them.Official Guild Rankings
Updated guild rankings can be found here: Guilds of Tor Rankings"Out of chaos, we provide order."~ Guild slogan
Denwa Street
Tor is among the most famous cities in the world in large part because of Denwa Street. When it began, the area was the heart of the labor movement in Liyish, centered around finding careers for its educated citizens. As the guilds progressed and began to prosper it created an economic hub.
Now, Denwa Street is a place known for having everything, from banking and gambling to crafting and killing. No matter the time of day the street is full, bustling with the activities of the guilds. To those who live in the city, the street is a place of love, work, headaches, and heartbreaks, a cultural pillar of their community. “Dromaria travels down Denwa Street,” has become a widely recognized unofficial motto worldwide.Guild Licenses
Every guild member is assigned a license when they are admitted. These are considered official documents under the legal protections of the Guilds of Tor. Each member may be licensed for specific types of work, which the guild itself is permitted to handle. The kinds of jobs guilds are licensed for are listed in their sections. Here is a list of the potential actions guilds are officially allowed to perform:
Arcane Conveyance Authority
License to carry and use potentially dangerous magical items.
License to carry and use potentially dangerous magical items.
Arcane Investigation Charter
Permission to interfere in and investigate magical events and anomalies.
Permission to interfere in and investigate magical events and anomalies.
Artifact Reclamation License
Permission to handle recovered magical items, including artifacts of a sentient nature.
Permission to handle recovered magical items, including artifacts of a sentient nature.
Authority of Detainment
Power to arrest and detain suspected individuals.
Said suspects may be held for up to 40 hours when local authorities must be notified.
Power to arrest and detain suspected individuals.
Said suspects may be held for up to 40 hours when local authorities must be notified.
Beast Hunter Permit
Power to hunt approved beasts in a given region without informing locals.
Power to hunt approved beasts in a given region without informing locals.
Bounty Execution Writ
Permission to hunt and collect any guild-approved bounty.
Permission to hunt and collect any guild-approved bounty.
Confiscation and Inspection Rights
Power to search and seize after informing local law officials and presenting the guild writ.
Power to search and seize after informing local law officials and presenting the guild writ.
Knowledge Acquisition Pass
Access all research, case files, and other information on an assigned job or guild need.
Access all research, case files, and other information on an assigned job or guild need.
Necrocleansing License
Permission to hunt or cleanse undead related matters.
Sanctum Access Permit
Power to enter and investigate sites of religious importance.
Power to enter and investigate sites of religious importance.
Use of Force Seal
Power to use physical or magical means to instill guild related justice. Local laws apply for permitted magical use.
Power to use physical or magical means to instill guild related justice. Local laws apply for permitted magical use.
Council of the Dragon
Emperor’s Peak may have been attacked, but the dragons are far from gone. Founded by the great nation of Don Shou, the Council of the Dragon is a righteous guild seeking to protect the world. Due to their affiliation with the great dragons, there is an association of danger and nobility around their members.
Leader
Scalelord Unta
Lawful Good, Dragonborn Scalelord Unta, a green dragonborn, is extremely devoted to the Covenant and the dragons of Emperor's Peak. As the honored leader of the Council of the Dragon guild, Unta is a skilled diplomat, known for being personable, friendly, and thoroughly understanding of both dragon and mortal affairs. Unta harbors a profound love for the arcane, sometimes verging on obsession. Currently, the Council of Dragons is immersed in investigating Denma'roo in Frijring, and Unta has been there personally to oversee. Not even the fall of Emperor's Peak has been sufficient to divert Scalelord Unta and his guild from their current findings.Ideals
Stop magic that is being used for corruption. | |
Preserve unique magics and find their true purpose. | |
Respect dragonkind in their hunt for truth and understanding. |
Interests & Jobs
Arcane Anomalies. The guild specializes in seeking out oddities and anomalies of arcane nature. | |
Magical Items. An intense interest in acquiring and crafting magic items. |
Equipment
Your guild grants you the following equipment upon signing up with them as well as a monthly stipend. Starting Gear: Component Pouch, Floating Shelf, Helpful Hand, Potion of Healing, Self-Writing Quill, and your choice of Alchemist’s Supplies, Carpenter’s Tools, Jeweler’s Tools, or Tinker’s Tools Monthly Stipend: 150 gp and any paper, parchment, or ink requiredDowntime Benefits
Due to the vast reach of the guild you have access to resources others wouldn’t.- During downtime you are able to gather magical formulas for crafting. (See Formula Table)
- The guild covers 25% of the cost needed for crafting magic items.
- When crafting a magic item you do not need to roll for complications.
Guild Symbol
Base of Operations
Emperor's Peak
Formula Table
The Council of the Dragon references crafting magic items and using formulas as found in the 5ed Player's Handbook and
Xanathar's Guide to Everything.Daring Dynamos
Some work is just too dangerous and for those jobs there are the Daring Dynamos. Based in Pilien, on the continent of Pathriam, the Daring Dynamos are a relatively small guild who have made a very large name for themselves. They hold no ties to any larger organizations, believing firmly in remaining independent.
Leaders
Tempo
Chaotic Neutral, Male DwarfTempo is a man stuck in the twilight between life and death. He carries the aura of a battle-hardened survivor, his refined attire contrasting starkly with a body scarred from time. A former miner of the Darkstone Clan in Kul' Karit, his life took an unexpected turn following his exile for stealing explosives. His path, from a disgraced miner to a daring smuggler, eventually led him to his best friend Dalton Shane. Together, they ventured into the world of explosives running, laying the foundations for the Daring Dynamos. The guild is now a legitimate enterprise, born from their shared expertise in incendiaries, seafaring, and trade. While on an excursion off the coast of Zan'deil, Tempo's ship was capsized and he drowned. Upon awakening on the beach nearby, he found himself Tethered to his own corpse, his soul having left and rebounded to his body in the midst of decay. Now bound to the mortal plane after his vessel's demise, Tempo thrives in his peculiar state of existence. Despite his rough exterior, Tempo harbors an artist's soul. Once proficient with his dominant hand, he now navigates the challenge of relearning his artistic touch. His speech, direct and incisive, speaks of a man who embraces life and seeks its thrills.
Dalton Shane
Neutral Good, Male Human Dalton Shane, the pragmatic co-leader of the Daring Dynamos, has roots embedded in the merchant world of Pilien. Raised in a family accustomed to traversing the countries of Thorn and Belwin, his youthful years were spent absorbing the intricacies of trade and commerce, particularly along the coast of the Westlands. At the age of 20, his entrepreneurial spirit led him to establish Shane's Shipyard in the city of Anchor, marking the beginning of his personal venture into the shipping industry. However, this venture met an abrupt end when treachery resulted in the destruction of his life's work. This catastrophe ignited a new path for Dalton. Dedicating years to understanding explosives, he meticulously traced the components used in the sabotage of his shipyard. This quest for knowledge and retribution brought him to Tempo, the man who would become his mentor and his closest friend. Their partnership flourished as they navigated the risky waters of smuggling along the coast of the Sterling Ocean and the pirate isles of Dendenwine. His quest for vengeance eventually gave way, and Dalton went legit, founding the Daring Dynamos alongside Tempo. Dalton's role in the guild is pivotal; he is the mastermind behind every operation, orchestrating plans from their base in Pilien. While Tempo is the face in the field, Dalton's expertise ensures their operations run smoothly. His family life is as central to him as his guild duties, with his wife, Bertha, and daughter, Holly, playing key roles in the day-to-day management of most endeavors.Ideals
To make a name for oneself is to etch your history onto the pages of remembrance. | |
Do not waste time on piddling matters, others with less important tasks will take care of them. | |
If it can't be blown up you need a bigger bomb. |
Interests & Jobs
Bragging Rights. All about being the first and being the best at it. | |
Risk and Danger. The Dynamos seek out the most dangerous jobs, often those others won’t take. |
Equipment
Your guild grants you the following equipment upon signing up with them as well as a monthly stipend. Starting Gear: Bit and Bridle, Bomb, Douser, Go-Between, Potion of Fire Resistance, Riding Horse, Riding Saddle, and choose one Weapon to be made Silvered Monthly Stipend: 100 gp and matching contributions to your family, necessary ammunition, rations (7 days), and feed (7 days)Downtime Benefits
Boasting is best, and the Daring Dynamos are nothing if not the best. The guild promotes bravado in all its forms.- Any money made through pitfighting the Daring Dynamos will pay you an equal amount.
- The guild will always cover carousing fees for the lower and middle class.
- Suffering complications while exploring during downtime does not hinder your progress.
Grisly Six
The Grisly Six, the commanding force within the Guilds of Tor, is named after its six founding leaders. Their primary role is to oversee and regulate the activities of other guilds, ensuring strict adherence to the rules they established. The guild, far expanded beyond the original six, still carries their legacy of decisive justice. Tasked with investigating infractions, maintaining guild boundaries, and overseeing high-risk operations, they hold the authority to enforce discipline and administer punishments. Their power is extensive; they can intervene in any guild matter, earning both respect and caution from all members. Funded by taxes from the other guilds, the Grisly Six operates with a broad mandate, ensuring good faith among all interests.
Leader
Abaddon Angleov
Lawful Neutral, Male Upiryrial Abaddon Angleov, a man bound by the Covenant, stands as a paragon of unyielding law. Raised in the city of Tor, his upbringing was steeped in the principles of order, shaping him into a figure of harsh principles. Abaddon's life took a decisive turn when he joined forces with five others to confront the piracy plaguing their city. This decision marked the beginning of a transformation from a citizen to a symbol of authority. Known as the "Ax Hand" in his early days with the Grisly Six, Abaddon was renowned for his brutal efficiency in meting out justice. His role as an executioner, though harsh, was thought of as a necessary arm of the law in a city besieged by lawlessness. Over time, as the tides of piracy receded, so too did the need for such severe measures, allowing Abaddon to evolve from enforcer to advocate. Today, Abaddon excels in the realm of bureaucracy, his acumen for legal proceedings and permit acquisition unparalleled. His dedication now is to upholding the law and defending citizens. While his methods have softened, his resolve has only grown stronger. The original brutal nature of his youth now serves as a stark contrast to the wise and measured leader he has become. Abaddon's influence extends beyond the courtroom and city hall; his legacy as a founding member of the Grisly Six shapes much of the guild's ethos. His journey from vigilante justice to legal advocacy encapsulates the evolution of law enforcement in a city once defined by chaos. Despite occasional tensions with newer guilds, Abaddon remains a central figure in the diplomacy of the Guilds of Tor.Guild Symbol
Base of Operations
Nomadic
License
Jurisdiction
Worldwide
Worldwide
Ideals
Ensure fairness and equality among the guilds. | |
Hard, swift justice for wronged or violated members. | |
Keep the guilds united and on track. |
Interests & Jobs
Surveying Danger. Oversee other guild activity in high-risk situations. | |
Enforcers. Punishing infractions of other guilds and guild members. | |
Cleanup. Taking over abandoned or forfeited jobs. |
Equipment
Your guild grants you the following equipment upon signing up with them as well as a monthly stipend. Starting Gear: 500 gp, Acid (vial), Crawler Mucus (contact), Dagger, Manacles, Oil (flask), Searchlight, Slatetop, and a Tinderbox Monthly Stipend: 200 gp and repayments for food and lodgingDowntime Benefits
The Grisly Six give their members a license to do what is necessary in all regards, and will ensure freedom if needed.- All research costs related to a job are covered by the guild.
- You have advantage on rolls when carousing, committing a crime, or working.
- When committing crime you do not have to roll for complications.
Huntress
Huntress is the one of the oldest guilds currently in operation on a worldwide scale. They are the highest rated Guild of Tor in both popularity and overall ranked standings. Despite their competitive focus, when a dangerous creature stalks the countryside, Huntress is there.
Leader
Swift
Neutral, Female Awakened Fox The leader of the Huntress Guild is an awakened red fox the size of a pony named Swift. She has never spoken of how she came to be in her current state. However, hunters began to notice the fox's exceptional ability to track any foe, regardless of distance. Some followed in her wake, hoping to gain an advantage over their opposition, but they often found themselves competing for mere scraps. Over time, this became a game for Swift. As the number of hunters swelled, those among them pooled their coins for supplies and assistance, all in an effort to claim a hunt before Swift. Finally, the day came when the hunters proved themselves as capable as Swift. For the first time, the fox lent her strength to another's hunt. After that moment, Swift took a step back, watching her new skulk grow and hunt. She provided encouragement, leadership, and ran beside her companions when necessary, content to let her 'pups' be the predators.Ideals
If there is something to win, then it is worth doing. | |
Seek out that which offers both a challenge and has a worthy cause. | |
When representing others, do so with understanding of what they stand for. |
Interests & Jobs
Wild Beasts. Called upon to hunt the great creatures of the wilds. | |
The Prize. In any and all guild competitions (official or not) Huntress will do whatever is needed to win the prize. |
Equipment
Your guild grants you the following equipment upon signing up with them as well as a monthly stipend. Starting Gear: Beast Scent, Bit and Bridle, Block and Tackle, Caltrops, Fishing Tackle, Hunting Trap, Potion of Healing, Riding Horse, Riding Saddle, and your choice of Leatherworker's Tools, Monster Hunter's Pack, or Woodcarver's Tools Monthly Stipend: 200 gp and necessary ammunitionDowntime Benefits
Huntress believes in its members and does everything it can to support them.- If seeking an animal companion or mount, the guild will provide information to the closest available and cover associated fees.
- Your exploration only takes five days instead of seven.
- When training in your downtime you do not need to roll for complications.
Kamihikari
Founded by the elves of the Leng Empire, the Kamihikari Clan has been part of the ruling class for millennia. Devout in their faith, the clan has joined the surge in guilds to preserve their place within the hierarchy of power worldwide. Always looking to spread the word of Serithell and her Calling, Kamihikari has risen quickly as a heavy influence in the current Guilds of Tor.
Leader
Sonata Greylake
Lawful Good, Female Elf Sonata Greylake is an esteemed Warpriestess of the Calling and the strategic leader of the Kamihikari Guild. An ageless elven woman of regal bearing, she gained recent fame for her military acumen during the Demon War. Her leadership has been instrumental in instantly establishing the guild's reputation. Sonata's accomplishments in service of her faith and nation have earned her the status of a folk hero among the people of the capital city of Kerithal. Her optimism and cheerfulness are as well-known as her skill in strategy and combat, making her a beloved figure among her allies and a respected adversary among her foes. In her role as a Warpriestess, Sonata has demonstrated an uncanny ability to blend spiritual devotion with practical military strategy. Her proficiency in dueling, coupled with her tactical insight, has led to numerous successes for the Kamihakari Guild. This dual aspect of her persona, a warm, optimistic leader and a formidable tactician, defines her approach to both governance and conflict.Ideals
Devotion to the representation of both the great religions and the elven gods. | |
In the absence of the Kamihikari bloodline's direct intervention, it is up to those who stand for them to rise up and succeed. | |
Seek out the lost relics, whether holy artifacts or lost testaments of the old prophets. |
Interests & Jobs
Holy Relics. Kamihikari takes special interest in jobs that involved lost or previously unknown holy relics. | |
Spreading the Word. The guild works to preach the faith to those who lack. |
Equipment
Your guild grants you the following equipment upon signing up with them as well as a monthly stipend. Starting Gear: Alms Box, Bit and Bridle, Feed (7 days), Floating Shelf, Holy Symbol of Serithell, Holy Water (flask), Potion of Healing, Riding Horse, Riding Saddle, Slatetop, Soul Charm, and choose any 1st level Cleric Spell Scroll Monthly Stipend: 250 gp and an equal amount to the organized faith of your choosing, lodging fees, and feed (7 days)Downtime Benefits
The vast wealth of the Kamihikari Clan grants you the following benefits during any downtime.Knights of the Blossom
Founded during the rebuilding of the city, the Knights of the Blossom operate out of New Blarek. Their reputation for helping the downtrodden has granted them many benefactors, allowing for a quick rise to prominence. Despite their association with the city, the Knights maintain complete independence, choosing which jobs to take purely off of need and merit.
Leader
Rosalind Fletcher
Lawful Good, Female Human Sacred Knight Rosalind Fletcher, the devoted leader of the Knights of the Blossom, is an icon of the Lothoren faith. Her commitment to spreading her religion's principles, through both charitable deeds and martial prowess, have earned her the esteemed title of Sacred Knight. Her position grants the rare privilege of anointing others who share her ideals and commitment. Her leadership is characterized by a blend of compassion and bravery. She has harnessed her authority to assemble a coalition of virtuous warriors, mirroring the legendary journey of Lothor. Under her guidance, the Knights of the Blossom have embarked on missions across Pathriam, striving to continue the work started by Lothor himself. Her belief in the importance of doing good without seeking accolades shapes the ethos of the Knights, fostering a culture of selflessness and humility within their ranks. Rosalind’s love for adventure and exploration often leads her to uncharted territories. This trait not only fuels her personal journey but also inspires her followers to embrace challenges beyond their comfort zones. The Knights of the Blossom, under her leadership, have become synonymous with integrity and bravery, tirelessly working to uphold the values of Lothor and make a meaningful impact in the world.Ideals
In times of trouble it is up to those who can to maintain order and peace. | |
Do your job, but do not sacrifice your personal ideas to do so. | |
The individual matters just as much as the masses. |
Guild Symbol
Base of Operations
New Blarek
Interests & Jobs
Threats to Individuals. The Knights are often called upon as bodyguards or protectors. | |
Threats to Prosperity. Everyone should have the chance to flourish and live enriched lives. |
Equipment
Your guild grants you the following equipment upon signing up with them as well as a monthly stipend. Starting Gear: Bit and Bridle, Feed (7 days), Fresh Pellet, Healer’s Kit, Mending Box, Pathway®, Riding Horse, and a Riding Saddle Monthly Stipend: 80 gp, Feed (7 days), and 2 x Spell Scrolls of AlarmDowntime Benefits
The Knights believe in hard work and offer the following benefits for doing so in your downtime.- Knights of the Blossom will fully match any investment you make during downtime, as long as a portion of profits go to a charitable cause.
- When performing research you are considered to have access to a library at all times.
- For twice the cost and twice the amount of downtime, the guild will scribe Spell Scrolls of the appropriate level for you.
Knights of the Saber
Formed by the people for the people. The Knights of the Saber began with the intention of representing the great capital of Ania, founded by proud loyalists to the Crown. They are now a long standing guild and one of the forerunners of the current era. The Knights have since become an official part of the royal court, sponsored by the Dominion Royal Bank.
Leader
Rory Dahlword
Chaotic Good, Male HumanKnights Commander Rory Dahlword, the youngest brother of Grandmaster Marcus Trenton Dahlword III, rules the Knights of the Saber. Elevated to leadership following his brother's appointment as Grandmaster of the Civil Legion by King Ender Ramus, Rory's ascension, unanimously supported by his peers, reflects the high regard in which he is held within the ranks. Renowned for his tenacity and commitment to the Tritos Dominion, Rory quickly distinguished himself. Under his command, the focus of the guild has shifted. Once involved in the internal affairs of the royal court, they now prioritize the pursuit and elimination of defectors, turncoats, and traitors, particularly those undermining the neighboring states of Frijring and Serawa. This shift stems from Rory's strategic goal of reasserting the Dominion's influence over these regions. His bold decision to integrate more Shatterstaves into the Knights' ranks is a tactical move aimed at reining in the fledgling nations. Rory's leadership is driven by an intense love for his country, a passion that informs every decision he makes. He upholds the principle of clarity in judgment, ensuring that anger never clouds his tactical choices. At the heart of his command is the belief that the Knights of the Saber are not just a military unit but a brotherhood united in their cause for Ania. However, he openly carries a strong sense of betrayal from the seceded nations, a sentiment that often intensifies in the face of opposition.
Ideals
Those without magic should not be subjugated by those who have access to it. | |
Protect your own. | |
Training and hard work will allow anyone to succeed. |
Interests & Jobs
Threats to the Nation. If something has the potential to threaten the great nation of the Tritos Dominion, the crown will fund the expedition to stop it. | |
Persecution of Magical Use. The crown takes special interest in criminal acts of magic users in all forms. |
Equipment
Your guild grants you the following equipment upon signing up with them as well as a monthly stipend. Starting Gear: Barding (light), Bit and Bridle, Feed (7 days), Mastiff, Military Saddle, Portable Ram, Tinderbox, Warhorse, and choose one Martial Weapon Monthly Stipend: 50 gp, feed (7 days), rations (7 days), and mending of armor and weaponryDowntime Benefits
You have the full backing of the great city of Ania during your downtime, as long as you remain active.- When investment during downtime the guild will reimburse up to 100 gp per month due to failed investments.
- When training, in addition to your Intelligence also add your proficiency modifier.
- When working, if you roll above a 21 on your ability check, you receive double the amount of gold.
Magus Decree
Working out of Kurago, the former capital Kuran Territory, Magus Decree blends the combination of arcane and blade better than anyone else on Dromaria. Officially sponsored by the Kotodama Clan and the ruling class of the region, members of the guild are hired for their unparalleled skill in combat, equally matching wizardry with war.
Leader
Grand Magus Salazar Kotodama
Chaotic Good, Male Elf Grand Magus Salazar Kotodama, the grandchild of the legendary Seinaru Kotodama, stands firmly at the helm of the Magus Decree guild. His prodigious mastery of Ael'mashtir in his youth marked him as an elf of exceptional promise, a legacy he continues to build upon. Under Salazar’s guidance, the Magus Decree operates with a degree of autonomy; members are entrusted with their own strategies, payment assessments, and task management. Away from the guild, Salazar is a devout follower of Sithir, his spiritual beliefs influencing his approach to leadership. His studies with Seinaru in the Tower of Enneth truly honed his arcane prowess, leading to his esteemed position as Grand Magus. Now an older man himself, father of six and grandfather of twelve, Salazar is a busy individual balancing life and duty. His commitment to preserving the old ways and revitalizing ancient practices in response to modern challenges is a reflection of both his and the Kotodama Clan's identity. It is their belief that only the strongest and most capable should be part of the Magus Decree. The legacy stems from a desire to forge resilience through adversity, a philosophy Salazar applies as much to himself as to the guild's members. Despite creating adversaries in his selective pursuit of talent, he maintains a strong bond with those who are accepted, instilling in them a sense of pride and responsibility.Ideals
Above all else represents the dignity of the Kotodama Clan. | |
A distracted mind is a lazy mind. | |
If you have perfected your craft you have stopped trying. |
Interests & Jobs
High Skill Assignments. Only those considered the best are admitted into the guild, therefore only the best assignments are taken. | |
Constant Conflict. The guild is always seeking to throw themselves into the fray. |
Equipment
Your guild grants you the following equipment upon signing up with them as well as a monthly stipend. Starting Gear: Bit and Bridle, Component Pouch, Feed (7 days), Portable Scholar, Riding Horse, Riding Saddle, Signet Ring, choose a Martial Weapon to be made Adamantine, and choose a 1st level Wizard Spell Scroll Monthly Stipend: 50 gp, Feed (7 days), and Rations (7 days)Downtime Benefits
The guild firmly believes in personal training and vigilance on the job and expects those qualities to be constantly adhered to.- When making an Intelligence (Arcana) ability check during downtime, double your proficiency modifier.
- Whenever you succeed at research you receive one additional piece of lore.
- Magus Decree covers all costs for training.
Misfit Adventure Party
The Misfit Adventure Party stands as a sanctuary for those seeking a place to belong. Embracing an all-inclusive membership policy, this guild opens its doors to adventurers from all walks of life, never turning away those in need. Known for their fair and honorable conduct, the Misfits distinguish themselves from other guilds that may dabble in less scrupulous activities. The guild is well known for having an exceptional number of gnomes among their ranks.
Leader
Janea Sheldon
Neutral Good, Female Human Once a member of the Arcane Collective, Janea Sheldon found her path diverging from the group's rigid principles. Her conviction that magic should serve a greater global purpose rather than just being preserved and protected led her to forge a new direction. She established the Misfit Adventure Party, a haven for adventurers who often go unnoticed, needing just a bit of encouragement and guidance to reach new heights. With a keen eye for the hidden potential in the downtrodden and the outcasts, she transforms them into capable adventurers and heroes. Her mission is straightforward yet impactful: harnessing the power of unity and goodwill to forge a safer, kinder world. Under her stewardship, the Misfit Adventure Party has evolved into a beacon of hope, helping marginalized individuals turn into agents of positive change. Janea's blend of compassion and purpose drives her to inspire each member towards contributing to the greater good. Her leadership emphasizes not just strength and skill, but also empathy and altruism. This transformative approach has reshaped countless lives and challenged traditional perceptions of heroism.Ideals
If you have the resources to do so it is probably worth helping. | |
Pay attention to what is really going on, and focus on the big picture. | |
Know who you represent and what they stand for. |
Interests & Jobs
Things that Matter. Take on the jobs that will make a lasting difference in a positive way. | |
Things that Help. If it helps others it is worth doing. |
Guild Symbol
Base of Operations
Equipment
Your guild grants you the following equipment upon signing up with them as well as a monthly stipend. Starting Gear: Ball Bearings, Bit and Bridle, Donkey, Feed (7 days), Flashdart, Riding Saddle, and choose one Weapon to be made Silvered Monthly Stipend: 100 gp and a full refund on necessary housing, feed, or rationsDowntime Benefits
While not as far reaching as the more funded guilds, the Misfit Adventure Party firmly believes in supporting their members.- During downtime the guild will Identify any magic items as well as use Legend Lore on anything more obscure.
- The guild will cover the cost and provide the resources needed for you to use Sending during each week of downtime.
- Misfits will match any winnings made while participating in the Stonesport during downtime.
Silverfield
Silverfield began as a venture for adventure, turning into a fully operational adventurer’s guild. Located in the city of Tor and backed by the wealthy merchant’s located throughout the city, Silverfield has a reputation for inexperienced members who are exceptionally well backed.
Leaders
The Children of SilverfieldIn the wake of their predecessors' transition from adventurers to prosperous merchants, the Children of Silverfield have inherited the reins of the guild. This new generation, descendants of various guild heroes and leaders, wields their abundant wealth and inherited status with varying degrees of responsibility. Silverfield, once a stalwart adventuring force, has evolved under their leadership into an entity driven by the diverse whims of these young heirs. Some of this generation seek to harness their fortune for worldly betterment or wish to dabble in adventure, offsetting their inexperience with sheer enthusiasm and resources. Others, aspiring to emerge from the long shadows of their forebears, recklessly plunge into perilous endeavors, often escaping by a mix of luck and legacy. Having forsaken their familial names to adopt the surname Silverfield, they now carry a common legacy that is distinct from their individual familial ties. The four current leaders of Silverfield represent a blend of youthful naivety, over-privileged backgrounds, and well-meaning intentions, marking a new chapter in the guild's history.
Milo Silverfield
Chaotic Good, Male Dwarf Milo Silverfield, the youngest guild leader, steps into his role with inherent charm. The son of storied adventurer Luther Wave, Milo inherits both a legacy of wealth and prestige, and the responsibility of advancing Silverfield's adventuring spirit. Despite his inexperience, Milo's approach is marked by eagerness to explore and readiness for the challenges of adventuring. Carrying his father's legacy, Milo finds himself at a juncture of privilege and expectation. His path is shaped more by navigating real responsibilities than by combat skills. While traditional fighting prowess eludes him, Milo excels in rallying support and captivating audiences. Amid admirers and hopeful brides, Milo's focus is still on adventure, using the guild's activities as a canvas for his aspirations. His pursuit of adventure is a journey to prove his worth, hoping to transcend his lineage.Terrance Silverfield
Chaotic Neutral, Male Human Son of Lola Brass, the Herald of the Southern Court, Terrance abandoned his family name in pursuit of something greater. As a teenager, he found himself alone in the Liyish wilderness, where he was forced to live off his wits without protection. This harrowing experience transformed him, and when he returned to civilization, Terrance was a changed man. Years of honing his craft have earned Terrance a reputation for razor-sharp shrewdness in negotiations. He is comfortable amidst tension and adept at turning charged situations to his advantage. Terrance has a distinct knack for steering conversations in his desired direction. His approach, often laced with sarcasm, might not always be well-received, but it is undeniably effective. Within the Silverfield guild, Terrance is the driving force behind ventures reaching new heights of profitability. He excels in the art of negotiation, cultivating advantageous positions with finesse that is as admired as it is feared.Carla Silverfield
Neutral Good, Female Human Raised in the lap of luxury as a restless youth, Carla channeled her energy into intense martial practice. Her upbringing in a wealthy merchant home emboldened her spirit, fueling her drive to excel in physical prowess. Of the four current leaders of Silverfield, Carla works as a warrior, her skills honed through rigorous training and a competitive nature. As the head trainer and lead field operative for the guild, Carla's role is both critical and dynamic. She is driven by the goal of elevating their status to unprecedented heights, utilizing her skill with a blade. Her life is a constant balance between the thrill of competition and the responsibilities of leadership, embodying the spirit and ambition of Silverfield.Dawn Silverfield
Chaotic Good, Female Elvenari Originally from a family of trade brokers, Dawn chose to step away from her family's long-standing legacy. Working as negotiators, bridging the gap between the Great Forest residents and the people of Yakone, she lived a life stuck between the elvenari of the woods and the elves of the city. Aspiring to create her own legacy, Dawn amassed her resources and set out to make a name for herself, a decision that would eventually lead her to relinquish her family name in favor of Silverfield. Her journey took her through a period of questionable dealings in the Esh Republic, particularly around the town of Annesville. There, she provided mediation between the local citizens and the Emperor's representatives in Corsenth. This period of her life was marked by heavy risk and opportunity, molding her into a figure capable of navigating the most intricate commercial landscapes. Dawn's prowess eventually caught the attention of the former leaders of the Silverfield guild. Recognizing her skills and enterprising spirit, they welcomed her into their ranks. She now applies her exceptional understanding of trade, finance, and negotiation to Silverfield and works tirelessly for her chosen path.Ideals
The world needs saving, use your means to do it. | |
Seek out that which will aid everyone as a whole. | |
Establish your own roots where you choose. |
Interests & Jobs
Gathering Contacts. Often jobs will be taken with the specific intent of making lasting connections. | |
Adventure. Many members are bored with their current situation and will take anything that sounds like a potential adventure. |
Equipment
Your guild grants you the following equipment upon signing up. Starting Gear: Abacus, Bit and Bridle, Feed (7 days), Force Baton, Merchant’s Scales, Perfume (vial), Portable Scholar, Potion of Healing, Saddlebags, Self-Writing Quill, and choose between a Camel or a Draft Horse Monthly Stipend: Lodging fees, and any paper, parchment, or ink neededDowntime Benefits
Thanks to long lengthy ties to the merchant Guilds of Tor, you are able to get the best deals in your off time.- When selling magic items during downtime you are always able to get at least 100% of the base price.
- When carousing you cannot make hostile contacts.
- When investing during downtime you do not need to roll for complications.
Sticky Fingers
New to the scene, the Sticky Fingers have adopted the most successful features of classic thieves’ guilds to streamline the service. Known to toe the line of legality, the guild offers exceptionally reasonable rates, making up costs through other means. While not a traditional member of the Guilds of Tor, the Fingers have proven their worth and their mettle.
Leader
Tack Tallow
Neutral Evil, Male Halfling Once a halfling man consumed by greed, Tack Tallow's fate took a dramatic turn when his avarice led him to steal a cursed locket. Adding his picture to the necklace triggered a transformation, softening his skin and turning it green. In the weeks that followed, Tack's life unraveled, and he was driven from his home, losing the locket in the process. Left to wander the countryside, Tack desperately searched for the cursed object amidst his scattered wealth to no avail. Adapting to his new form, he devised a cunning plan to regain his lost riches and, possibly, his original form. Luring adventurers to his lair with promises of treasure, he enlisted their help, planting the seeds of what would become the Sticky Fingers guild. Over time, Tack transitioned from a physical presence to more of a mythic figure, becoming a symbol of the guild's origins. Despite this transformation, he remains a tangible entity, masterminding operations with unending greed. Under his covert leadership, the Sticky Fingers are driven to steal ceaselessly, motivated by Tack's hope that one day the cursed necklace will be returned to him, restoring his original form.Ideals
Always be looking for optimal circumstances. | |
Honor among thieves is for thieves, the Sticky Fingers are professionals. | |
If they believe it, then isn't that all that matters? |
Interests & Jobs
Take em’ all. No job is too small if it means making money. | |
Missing objects. Whether missing by legitimate means or not, the Sticky Fingers will find it for you. You might even get it back. |
Guild Logo
Base of Operations
Ania
Equipment
Your guild grants you the following equipment upon signing up with them as well as a monthly stipend. Starting Gear: Abacus, Grappling Hook, Hat of Disguise, Helpful Hand, Magnifying Glass, Potion of Healing, Steel Mirror, Tinderbox, and your choice of Burglar’s Pack, Climber’s Kit, or Thieves’ Tools Monthly Stipend: The Sticky Fingers do not believe in payments beyond that for the assigned job.Downtime Benefits
The guild uses its influence with local fences to get you deals in your downtime.- You may sell two magic items at a time instead of one during your downtime.
- When making a Charisma (Persuasion) ability check to sell a magic item you have advantage.
- Hard investments are considered moderate risks for Sticky Fingers when during downtime.
Tainted Morals
After a wildly successful start, Tainted Morals has begun to attract a certain kind of patronage. With locations spread across all of Pathriam, the guild has managed to gain a substantial underground following. They now serve as the esteemed cutthroats of the guild world.
Leader
Aletha Matieus
Neutral Evil, Female Elvenari Aletha Matieus is a name that resonates through the streets of Staffons as a figure of intrigue and debauchery. Originally a vivacious individual known for her outgoing personality, Aletha's life was a whirlwind of excitement across the northern regions of the Tritos Dominion. Her reputation as a patron of vice was well-established, with her presence regularly gracing gambling dens, brothels, and other establishments of indulgence. Approximately 20 years ago, Aletha took control of a guild called Iron Paradox and subsequently changed everything about it. Initially acquired for its resources, under her leadership, the new guild, Tainted Morals, underwent a radical transformation, rebranding itself as an organization that was willing to undertake any job, irrespective of its nature. Aletha's approach to leadership was unapologetically pragmatic, and Tainted Moral's reputation grew. Sadly, Aletha's life took a fatal turn one fateful night during a back alley brawl. As she lay dying, a doppelganger seized the opportunity to delve into her mind, absorbing her memories. In an instant, Aletha Matieus ceased to be, replaced seamlessly by the being who adopted her identity entirely. This entity, now living as Aletha, continues her legacy, maintaining her charismatic and ruthless demeanor. The doppelganger, while embodying Aletha's persona, operates with a distinct perspective. It upholds her reputation and style, navigating the guild's activities and maintaining its repute in the criminal underworld. To the outside world, Aletha Matieus is still the notorious leader of Tainted Morals, but beneath the surface lies a creature with its own intentions, forever masquerading as the woman it once replaced.Ideals
Work is work, let the law sort the rest out. | |
Take advantage of circumstances when they present themselves. | |
Toe the line, but rarely cross it. |
Interests & Jobs
Bounties. Dead or alive. | |
Scandals. Tainted Morals has made their name in dealing with what others wouldn’t. |
Equipment
Your guild grants you the following equipment upon signing up with them as well as a monthly stipend. Starting Gear: Alchemist’s Fire (flask), Lanyon Lantern, Deft Touch, Manacles, Silk Rope (50 ft), Signet Ring, and a Trained Raven Monthly Stipend: 100 gpDowntime Benefits
Tainted Morals encourages their members to use their downtime as they see fit.- When gambling the guild will pay off debts up to 100 gp.
- When carousing, you have the contacts necessary to mingle with the upper class.
- If you acquire a rival, the guild will place an official legal bounty on them.
The Ünders
The Ünders are a force unto themselves. They are funded by bored yet wealthy tinkerers, long retired adventurers, and centuries of personal lineage. Primarily doing work that interests their own members, the guild specifically seeks out adventure regarding the search into oneself. A unique and somewhat exclusive guild, often thought of as a bit too reckless for their own good.
Leader
Goldie Witherstone
Chaotic Good, Female Dwarf Known as "the most interesting person in the world," Goldie Witherstone is not just the leader of The Ünders, she is its lifeblood. Her druidic connection with the elements has taken Goldie on adventures across every continent, witnessing wonders of the unknown. Regarded as a folk hero, Goldie is adored for her daring exploits and envied for her unbridled spirit. Her stories and adventures captivate the guild's benefactors, who live vicariously through her exhilarating journeys. The grander her exploits, the more support and resources she garners. Goldie's achievements and charisma have given her the authority to dictate The Ünders direction. From choosing the jobs to assigning roles, Goldie's decisions are final, and her leadership style has shaped the guild's approach. Instead of dividing tasks, members rally around her, accompanying her and enabling Goldie to continue her extraordinary ventures.Ideals
Heritage and history. Strengths and bonds. | |
Never miss a meal, but if you have to, absolutely don’t miss the drinks. | |
You have the resources and skills, use them. |
Interests & Jobs
Tales of Old. Chasing down legends, especially those related to one’s ancestry. | |
A Good Time. If it sounds like a good time, why not? |
Equipment
Your guild grants you the following equipment upon signing up with them as well as a monthly stipend. Starting Gear: Dynamite (Stick), Flask, Potion of Healing, Sealing Wax, Signet Ring, Steel Mirror, Tankard, and your choice of Brewer’s Supplies, Diplomat’s Pack, Mason’s Tools, Scholar’s Pack, or Tinker’s Tools Monthly Stipend: 150 gp, 150 gp worth of crafting resources, and guaranteed any letters from home while in the fieldGuild Symbol
Base of Operations
Downtime Benefits
The Ünders are quite wealthy and they are more than supportive of their members in their off time.- While practicing the Calling downtime the DC for success and progression is reduced by your proficiency modifier.
- You have advantage on Wisdom (Survival) rolls while determining the success of exploration during downtime.
- While carousing you do not need to roll for complications.
Veterans of the Illusion
Not well-funded; nor the most qualified, or interested, the Veterans of the Illusion stand for little and care about even less. Among their guild hall outside of the famous Library of Asundeai, you will find performers, vagabonds and those simply filled with wanderlust.
Leader
Jackson McKnight
Neutral Good, Male Halfling Jackson is a proud and perpetually optimistic leader. His professional journey began as a bard studying in Graetis before he unexpectedly stumbled into his current position. His outgoing and personable nature has elevated Jackson to the forefront of the Veterans of the Illusion. While he is a hardworking and charismatic halfling, Jackson's true ambition lies in elevating the Veterans to a more distinguished status within the Guilds of Tor. Presently, they struggle with insufficient funding and a lackluster reputation, hindering their ability to attract notable figures. Consequently, Jackson has been compelled to gather a team of lackadaisical, underpaid, past-their-prime, and unmotivated adventurers. Despite these challenging circumstances, he remains unwaveringly positive, eagerly accepting any guild assignment that pays, hopeful that each new venture will set the Veterans on a trajectory toward triumph.Ideals
Do enough to get by. | |
Fight only when necessary. Avoid conflict through other means. | |
A lie told often enough becomes the truth. |
Interests & Jobs
Does it Pay? Life is expensive, do this and get paid. | |
Affordable. Many jobs are not taken by other guilds due to low pay and member safety. The Veterans will do it anyway. |
Equipment
Your guild grants you the following equipment upon signing up with them as well as a monthly stipend. Starting Gear: Bit and Bridle, Pony, Portable Scholar, Potion of Healing, Riding Saddle, Sealing Wax, Signet Ring, and your choice of one Musical Instrument Monthly Stipend: Lodging fees and additional lodging for an apprenticeDowntime Benefits
The Veterans can’t provide much, but they do their best to help.- When relaxing you do not have to maintain a specific lifestyle to gain the benefits.
- When gambling you may roll a Dexterity (Sleight of Hand) check instead of one of the other checks.
- You can use the gambling and Stonesport downtimes simultaneously.
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Dromaria, their respective logos, and all Stonehome Games titles and characters are property of Stonehome Games LLC. in the U.S.A. and other countries.
Credits • Map License • Privacy Policy
Website powered by World Anvil