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Guilds and Factions
Tweet Topic Started: Oct 21 2007, 06:29 PM (201 Views)
Post #1 Oct 21 2007, 06:29 PM Grunt_of_War
As you’ve guessed, this topic deals with the different groups and organizations you may come across in your travels. Note, however, that this will not hold the groups containing merely one race: those will be listed under the descriptions for each race in the Bestiary. Also, make sure you check this regularly in case more information is added. There are many more factions to discover as the RP goes on, but these are the core guilds and factions you may wish to know about.

The Unforgiven

The members in this organization could be summed up on one word: assassins. However, they aren’t your typical run-of-the-mill thieves’ guild. Though relatively new to the scene, their agenda is scheduled to expand for many centuries, successfully pulling off their scams and plots without any of their members being caught – and sometimes never being seen. Little is known about them, only that some of the greatest masterminds, assassins, bandits, and even the more sentient creatures of the wilderness are part of the Faction. They’ve only tried small-scale scams as of late, but it won’t be long before they try something that will affect the entire Realm.

Red Sail Trading Co.

Their name does little to hide the true identities of this faction: technically, they’re pirates. Though there are several independent pirate groups, this is the largest and one of the few groups to actually gain status among the populace of Tesher and Audril. They have little in the way of secrecy to gain their goods: instead, they gang up and bully vendors as legally as possible from their port-to-port excursions, but if their targets decide to decline, they aren’t unwilling to bring it down to punches or – heaven forbid – blades. Their influence is found all across the coastlines of the Realm, but their largest hub lies within the Maiden Isles, where they pester the human Empire of Aquan to sustain themselves. Their leader is Grol, an unusually intelligent yet blunt half-orc who is usually found patrolling the waters of western Tesher, or drunk within one of the coastal pubs.

Thieves’ Guild

This guild has a global influence as possibly one of the most clever and subtle factions within the Realm, and for good reason. Their members consist of some of the best burglars and thieves throughout the land, and almost all of them have a reputation for being ‘uncatchable’. As one of the oldest factions ever established, their greatest scams have crossed over centuries of successful robberies from the nobility and then spreading some of their earnings to the less fortunate; of course, they keep some of it for themselves. They supposedly have no central headquarters and no one knows exactly how they are able to communicate internationally, but it has been confirmed that they span the entirety of Tesher, and even large portions of Audril since the manifestation of Uma. It is difficult to classify this guild as either good or evil – they have rarely, if ever, killed their targets during their scams, and it appears as if their motives generally supports the welfare of the less fortunate: even perhaps, just for the fun of it. Few outside of the Guild know who the leader is.

Mercenary Guild

You likely won’t find a more rough or competitive faction around, even if you wanted to. Filled with drunkards, explorers, veteran soldiers, or all of the above, it is likely the easiest to enter as well. Their influence can be found worldwide, signified by a tabard they wear on their most prevalent article of clothing. Truthfully, the only thing that binds these individuals together is their will to complete tasks for money without disturbing the peace – in other words, they are not allowed to kill an innocent without proof of their doings. Those who ask the Mercenary Guild for a job to be done often pay well, and is often a good way to get money if you’re a nomadic adventurer. Fiona Makarus, a woman from the nation of Uma, currently is in charge of the Guild as High Coordinator, with locally assigned Coordinators in charge of individual Mercenary headquarters.

Arcane Sanctum

There are few things that will bring spell casters together, for most are content with their individual studies and everyday happenings. However, when the members of the Arcane Sanctum come together twice a year, mages flock to the Icewind Observatory upon one of the highest peaks of the Windswept Mountains. Mainly, this faction consists of dedicated, magical individuals who have agreed to meet, converse, and share their discoveries with one another, update each other on worldly events, and even test their mettle against one another to see how they’ve grown in power. They are lead by High Arch-Mage Aven Earthrunner, an elf who is the most respected and arguably powerful wizard named within the Guild, with ten other Arch-Mages directly under him. These positions are only given to the most powerful and experienced spell casters of the Faction. Less experienced members can often partake in tasks that other wizards may need to have completed, often helping them gain some reputation within the organization, not to mention some extra coin or items.
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