Post by Zeno on Mar 13, 2011 13:07:16 GMT -5
The Knights of Eld
Alignment: Lawful Evil
The Knights of Eld are a group of like-minded individuals trained for war, with only one goal in mind: world peace. However, in the last 100 years, these knights have slowly fallen to corruption, and the honorable goal of world peace has now become the goal of world domination.
The Brothers of the Word
Alignment: Chaotic Evil
The Brothers are a group of Warlocks who use mind magics and propaganda to slander their opponents, and bring the people gathering to themselves. Though they prefer not to use violence, as they believe themselves to be above it, some don't share the same views, and have no qualms over using violence to inspire 'loyalty.'
The Dawn Authority
Alignment: Lawful Good
The Dawn Authority is a powerful group that seeks to spread justice and prosperity to the world. They have immunity in all kingdoms across the world and can enter any palace or castle at any time they wish. They also have the power to remove a king, lord, or duke, though they have to fight for it, most of the time.
Bone Brotherhood
Alignment: Neutral
The Brotherhood of Bones seeks knowledge above all else. They will do almost anything to gain this knowledge and work with whom ever they must.
Eastern Pirates
Alignment: Chaotic Evil
The Eastern Pirates are a powerful group that control the Eastern Sea outside Panthros with an iron fist. They engage in theft, slave trade, extortion, and murder to meet their ends. Each member of the massive group has a tattoo of a dagger piercing a gold coin somewhere on their body. The mandatory minimum bounty for a member of the Eastern Pirates is 30 Gold Pieces. The leader has a 5 Platinum Piece bounty, though no one has ever seen them.
If a leader is killed, the Pirate Court, a Council of seasoned, now retired, captains, decide on who the new King or Queen should be, judging the pirates by their leadership skills, their notoriety, their wealth, and their skills.
Western Sorcerers
Alignment: Chaotic Good
The Western Sorcerers are a guild of magic users that raise magic users. Though they are fundamentally Good, many people fear them since when they hear of a child with magic potential, they take them away from their family and raise them in their temple in the far west. Little is known about the group as they are very secretive. However those that live near the tower are very prosperous and very well protected. There are rumors that beneath the temple lives a very powerful and ancient dragon of great magical power.
The Dark Army
Alignment: Chaotic Evil
Soldiers of the Dark Lord Dagalûr, loyal to a fault, who would gladly sacrifice their own lives to see their lord's goals fulfilled. They are vicious and ruthless, and some even say they have no conscience whatsoever, that they are all soulless beasts who think of nothing but serving their lord. But the truth is, Dagalûr's army consists of all kinds of races. Even Elves have come to join him, something that is very useful to the Dark Lord, who wishes to send spies into the kingdom of Panthros.
The League of Assassins
Alignment: Lawful Neutral
The League of Assassins is a faction whose name says it all. The League consists of a group of assassins who serve no master, other than the leader of the League. These men assassinate not for money or power, but for balance. They are in between good and evil, and if one side becomes stronger than the other, they will attempt to assassinate the leaders of those who are the strongest, so as to retain the balance, for there can be no light without darkness, and neither can there be darkness without light.
The Assassin's Creed is the code and guiding philosophy of the Assassin Order, upheld for thousands of years. It restricts unnecessary slaughter of innocents, preserves the reputation of oneself and of the League, and is meant to create peace, not only within the world, but within the individual. The three tenents read as such: 1. Stay your blade from the flesh of an innocent. 2. Hide in plain sight. 3. Never compromise the League.
The Stonecrusher Tribe
Alignment: Lawful Neutral
The Stonecrusher Tribe is a powerful tribe filled with nothing but warriors, located on Mt. Mazzarat. The men of this tribe are often hired as mercenaries.
The Stonecrusher Tribe is dominated by Barbarians. These Barbarians are of mixed races, mostly Humans, Goliaths and Minotaurs. They are a tribe who thinks strongly about honor and traditions. Should a Barbarian of the Stonecrusher Tribe dishonor himself, he will get twenty lashes with a whip, forever marking his back with dishonor, and he is then banished from the tribe, until he regains his honor.
Located on Mt. Mazzarat, the Barbarians of the Stonecrusher Tribe worship the great, giant Dire Bear known as Lokhar, which once lived on that mountain. The warriors cry his name in battle, drawing strength from this, and on rare occasions, Lokhar himself can empower the warriors.
The tribe is generally warm to strangers, welcoming them with open arms should they be unarmed, provided that they work for whatever they require. Armed strangers, however, are greated with a slight amount of hostility, as they want to challenge visiting warriors.
They are led by Warchief Krishtor, a Goliath Barbarian, with a Council of ten Elders that serve as the Warchief's advisors.
Mr. S's Organization
Alignment: Neutral
Not much is known about this organization. In fact, hardly anything is known, except for the fact that they have people almost everywhere. Even less is known about its leader, the mysterious Mr. S.
The Children of the Red
Alignment: Chaotic Evil
Probably the most violent and ruthless vampire clan in existence, these people care for nothing but their own bloodthirst. Led by the insane Zero, they have been wreaking havoc for the last thousand years, and have now settled for terrorizing Aqqashuba.
The Thief Guild
Alignment: Lawful Evil
The Thief Guild is comprised of the best thieves in the land. They provide protection for each other and sometimes join up to pull off grand thefts that leave the world in awe. No mediocre thieves are allowed in the Guild, and one must have made a name for themselves before the leaders of the Guild will even consider taking them in.
The members of the Guild focus strongly on loyalty toward each other. Traitors are punished by getting locked up for the rest of their lives in the dungeons underneath the guild house. The Guild was founded hundreds of years ago by Fayath the Thief, who was publicly executed for trying to steal the Panthros crown jewels. Since then, the guild has been run by his descendants. The current leader is Fayath II.
The Guild is located in Bardgritoft, disguised as a rundown pub called The Local Waterhole. To get in, one must reply, "And my hands are quick," when the man at the door says, "The man is slow."
Portolon Army
Alignment: Chaotic Neutral
Portolons are completely focused on their military. It is their entire way of life. The training of a Portolon starts at birth. The newly born Portolons are inspected by a committee of elders. If considered weak, the baby is left to die by exposure to the slope of Mount Taygetos next to Portolo. The babies that survive this are brought up in a special way. At the age of seven, a boy Portolon is brought under the direct control of the city. This remains for the rest of that Portolon's life. The Portolon boys are taught reading and writing for their basic needs, but the rest of their knowledge is dedicated entirely to training to fight.
The food is rationed, forcing Portolon kids to steal. If caught, they are whipped. This punishment isn't because they stole, but because they did it carelessly and unskillfully.
Although Portolon girls do not go through military training, they are educated. This education is not academic, but it is physical. Their education also involves being taught that they should dedicate their lives to the state. Portolon women are free to move around however they wish, unlike most other Essran women.
The harsh training continues through manhood. No Portolon is free to live as he wishes. Their city is like a giant military camp. If a Portolon is not assigned a duty at the time, the Portolon will watch the boys and teach them something useful, or they will learn themselves from the elder Portolons. Portolons are also forbidden to travel abroad, unless on instruction. This is because they don’t want any Portolon’s minds to become corrupted by foreign ideas.
The Future
The Dark Empire
Alignment: Chaotic Evil
The Dark Empire is the new empire created by the Dark Lord Dagalûr, who has once again risen after his retreat into the Lolth Realm. Cowering under his iron fisted rule, few dare oppose him.
The Resistance
Alignment: Chaotic Good
The only ones in the world who dare oppose the reign of the Dark Lord Dagalûr. Led by their head researcher, John Smith, a former member of Dagalûr's army, these people are incredibly advanced technologically speaking, and thanks to that technology, they have been able to beat back the Empire, and set up a base in the ruins of what used to be Panthros Castle.
Alignment: Lawful Evil
The Knights of Eld are a group of like-minded individuals trained for war, with only one goal in mind: world peace. However, in the last 100 years, these knights have slowly fallen to corruption, and the honorable goal of world peace has now become the goal of world domination.
The Brothers of the Word
Alignment: Chaotic Evil
The Brothers are a group of Warlocks who use mind magics and propaganda to slander their opponents, and bring the people gathering to themselves. Though they prefer not to use violence, as they believe themselves to be above it, some don't share the same views, and have no qualms over using violence to inspire 'loyalty.'
The Dawn Authority
Alignment: Lawful Good
The Dawn Authority is a powerful group that seeks to spread justice and prosperity to the world. They have immunity in all kingdoms across the world and can enter any palace or castle at any time they wish. They also have the power to remove a king, lord, or duke, though they have to fight for it, most of the time.
Bone Brotherhood
Alignment: Neutral
The Brotherhood of Bones seeks knowledge above all else. They will do almost anything to gain this knowledge and work with whom ever they must.
Eastern Pirates
Alignment: Chaotic Evil
The Eastern Pirates are a powerful group that control the Eastern Sea outside Panthros with an iron fist. They engage in theft, slave trade, extortion, and murder to meet their ends. Each member of the massive group has a tattoo of a dagger piercing a gold coin somewhere on their body. The mandatory minimum bounty for a member of the Eastern Pirates is 30 Gold Pieces. The leader has a 5 Platinum Piece bounty, though no one has ever seen them.
If a leader is killed, the Pirate Court, a Council of seasoned, now retired, captains, decide on who the new King or Queen should be, judging the pirates by their leadership skills, their notoriety, their wealth, and their skills.
Western Sorcerers
Alignment: Chaotic Good
The Western Sorcerers are a guild of magic users that raise magic users. Though they are fundamentally Good, many people fear them since when they hear of a child with magic potential, they take them away from their family and raise them in their temple in the far west. Little is known about the group as they are very secretive. However those that live near the tower are very prosperous and very well protected. There are rumors that beneath the temple lives a very powerful and ancient dragon of great magical power.
The Dark Army
Alignment: Chaotic Evil
Soldiers of the Dark Lord Dagalûr, loyal to a fault, who would gladly sacrifice their own lives to see their lord's goals fulfilled. They are vicious and ruthless, and some even say they have no conscience whatsoever, that they are all soulless beasts who think of nothing but serving their lord. But the truth is, Dagalûr's army consists of all kinds of races. Even Elves have come to join him, something that is very useful to the Dark Lord, who wishes to send spies into the kingdom of Panthros.
The League of Assassins
Alignment: Lawful Neutral
The League of Assassins is a faction whose name says it all. The League consists of a group of assassins who serve no master, other than the leader of the League. These men assassinate not for money or power, but for balance. They are in between good and evil, and if one side becomes stronger than the other, they will attempt to assassinate the leaders of those who are the strongest, so as to retain the balance, for there can be no light without darkness, and neither can there be darkness without light.
The Assassin's Creed is the code and guiding philosophy of the Assassin Order, upheld for thousands of years. It restricts unnecessary slaughter of innocents, preserves the reputation of oneself and of the League, and is meant to create peace, not only within the world, but within the individual. The three tenents read as such: 1. Stay your blade from the flesh of an innocent. 2. Hide in plain sight. 3. Never compromise the League.
The Stonecrusher Tribe
Alignment: Lawful Neutral
The Stonecrusher Tribe is a powerful tribe filled with nothing but warriors, located on Mt. Mazzarat. The men of this tribe are often hired as mercenaries.
The Stonecrusher Tribe is dominated by Barbarians. These Barbarians are of mixed races, mostly Humans, Goliaths and Minotaurs. They are a tribe who thinks strongly about honor and traditions. Should a Barbarian of the Stonecrusher Tribe dishonor himself, he will get twenty lashes with a whip, forever marking his back with dishonor, and he is then banished from the tribe, until he regains his honor.
Located on Mt. Mazzarat, the Barbarians of the Stonecrusher Tribe worship the great, giant Dire Bear known as Lokhar, which once lived on that mountain. The warriors cry his name in battle, drawing strength from this, and on rare occasions, Lokhar himself can empower the warriors.
The tribe is generally warm to strangers, welcoming them with open arms should they be unarmed, provided that they work for whatever they require. Armed strangers, however, are greated with a slight amount of hostility, as they want to challenge visiting warriors.
They are led by Warchief Krishtor, a Goliath Barbarian, with a Council of ten Elders that serve as the Warchief's advisors.
Mr. S's Organization
Alignment: Neutral
Not much is known about this organization. In fact, hardly anything is known, except for the fact that they have people almost everywhere. Even less is known about its leader, the mysterious Mr. S.
The Children of the Red
Alignment: Chaotic Evil
Probably the most violent and ruthless vampire clan in existence, these people care for nothing but their own bloodthirst. Led by the insane Zero, they have been wreaking havoc for the last thousand years, and have now settled for terrorizing Aqqashuba.
The Thief Guild
Alignment: Lawful Evil
The Thief Guild is comprised of the best thieves in the land. They provide protection for each other and sometimes join up to pull off grand thefts that leave the world in awe. No mediocre thieves are allowed in the Guild, and one must have made a name for themselves before the leaders of the Guild will even consider taking them in.
The members of the Guild focus strongly on loyalty toward each other. Traitors are punished by getting locked up for the rest of their lives in the dungeons underneath the guild house. The Guild was founded hundreds of years ago by Fayath the Thief, who was publicly executed for trying to steal the Panthros crown jewels. Since then, the guild has been run by his descendants. The current leader is Fayath II.
The Guild is located in Bardgritoft, disguised as a rundown pub called The Local Waterhole. To get in, one must reply, "And my hands are quick," when the man at the door says, "The man is slow."
Portolon Army
Alignment: Chaotic Neutral
Portolons are completely focused on their military. It is their entire way of life. The training of a Portolon starts at birth. The newly born Portolons are inspected by a committee of elders. If considered weak, the baby is left to die by exposure to the slope of Mount Taygetos next to Portolo. The babies that survive this are brought up in a special way. At the age of seven, a boy Portolon is brought under the direct control of the city. This remains for the rest of that Portolon's life. The Portolon boys are taught reading and writing for their basic needs, but the rest of their knowledge is dedicated entirely to training to fight.
The food is rationed, forcing Portolon kids to steal. If caught, they are whipped. This punishment isn't because they stole, but because they did it carelessly and unskillfully.
Although Portolon girls do not go through military training, they are educated. This education is not academic, but it is physical. Their education also involves being taught that they should dedicate their lives to the state. Portolon women are free to move around however they wish, unlike most other Essran women.
The harsh training continues through manhood. No Portolon is free to live as he wishes. Their city is like a giant military camp. If a Portolon is not assigned a duty at the time, the Portolon will watch the boys and teach them something useful, or they will learn themselves from the elder Portolons. Portolons are also forbidden to travel abroad, unless on instruction. This is because they don’t want any Portolon’s minds to become corrupted by foreign ideas.
The Future
The Dark Empire
Alignment: Chaotic Evil
The Dark Empire is the new empire created by the Dark Lord Dagalûr, who has once again risen after his retreat into the Lolth Realm. Cowering under his iron fisted rule, few dare oppose him.
The Resistance
Alignment: Chaotic Good
The only ones in the world who dare oppose the reign of the Dark Lord Dagalûr. Led by their head researcher, John Smith, a former member of Dagalûr's army, these people are incredibly advanced technologically speaking, and thanks to that technology, they have been able to beat back the Empire, and set up a base in the ruins of what used to be Panthros Castle.