Difference between revisions of "Organizations"

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[[Druids of Oakentree|Druids of Oakentree]] <br>
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[[File:cults02.jpg|right|300px]]
[[Rangers of the Wilderlands|Rangers of the Wilderlands]] <br>
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Outside of family and clan, there are hundreds of organizations, societies and cults spread across the Realm. 
[[Collegium Magicium|Collegium Magicium]] <br>
 
[[Thieves Guild|Thieves Guild]] <br>
 
[[Dark Path|Dark Path]] <br>
 
[[The Temple of Shadows|The Temple of Shadows]] <br>
 
  
== The Elder Gods ==
+
Some of these organizations are traditional churches and temples to the pantheon of gods.  Local and city gods might be heroes, martyrs or saints that have achieved demigod status to a small segment of the population with influence over a particular river or mountain, group of craftsmen, or a given chapel.  Or, these gods might be powerful deities with thousands of followers, entire nations, or entire races. 
  
Every culture has its own myths and legends about the creation of the Realm and its inhabitants. As cultures mix and stories get passed from generation to generation these stories transform. New deities come forward, and old ones are discarded.
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Some organizations are well-known and respected in the Realm. Others work on the fringes of society - secret cabals and cults dedicated to any manner of depravity and evil.
  
The generally accepted story of creation told by the human inhabitants of the Reaches late in the Third Age of Man, tells of eight beings known as the Elder Gods. These "gods" represent the elemental forces of the world, and their tales most likely have been passed down from the earliest inhabitants of the Realm. Personification of the Elder Gods has been reported countless times since the dawn of civilization. However, rumors of the human forms of the Elder Gods have never been substantiated by the academic population.
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Listed below are the most active and well-known organizations in the Reaches. While an overview is provided, characters interested in membership should make contact with the organization to explore initiation. Not every organization is well suited for every character, but the benefits gained from an alliance with a powerful society should not be underestimated.
  
Death (see note below) <br>
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<table align="center">
Melandrea, Goddess of the Sun <br>
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<tr><td>
Blacklock, God of the Air <br>
+
{| class="wikitable"
Baliol, Warder of the Seas <br>
+
|-
Karelia, Goddess of the Stars <br>
+
| style="width:250px; background-color:gray"|'''Organization'''
Hastur, Master of Stone <br>
+
| style="width:130px; background-color:gray"|'''Races'''
Oakentree, God of Nature <br>
+
| style="width:220px; background-color:gray"|'''Common Classes'''
Chronicler <br>
+
|-
NOTE: In some cultures, Death is portrayed as a male figure with a female figure, Fate, as his bride.
+
|[[Collegium Magicium|Collegium Magicium]]
== Religions ==
+
|Any
 +
|Wizards, Sorcerers, Alchemists, Summoner
 +
|-
 +
|[[Druids of Oakentree|Druids of Oakentree]]
 +
|Any
 +
|Druids
 +
|-
 +
|[[The Family|The Family]]
 +
|Any
 +
|Rogues
 +
|-
 +
|[[Order of Crusaders|Order of Crusaders]]
 +
|Any
 +
|Paladins, Cavaliers, Antipaladins (Dagda-Mor)
 +
|-
 +
|[[Order of the Winds|Order of the Winds]]
 +
|Any
 +
|Monks
 +
|-
 +
|[[Rangers of the Wilderlands|Rangers of the Wilderlands]]
 +
|Any
 +
|Rangers
 +
|-
 +
|[[Royal Company|Royal Company]]
 +
|Any
 +
|Bards
 +
|-
 +
|[[Warrior's Guild|Warrior's Guild]]
 +
|Any
 +
|Fighters, Barbarians
 +
|-
 +
! colspan="3" style="background-color:gray"|
 +
|-
 +
|[[The Butchers|The Butchers]]
 +
|Any
 +
|Clerics
 +
|-
 +
|[[Church of the Hearth|Church of the Hearth]]
 +
|Any
 +
|Clerics
 +
|-
 +
|[[Church of St. Theodore|Church of St. Theodore]]
 +
|Any
 +
|Clerics
 +
|-
 +
|[[Cult of Eternal Youth|Cult of Eternal Youth]]
 +
|Any
 +
|Clerics
 +
|-
 +
|[[Cult of Shadows|Cult of Shadows]]
 +
|Any
 +
|Clerics, Rogues
 +
|-
 +
|[[Dark Path|Dark Path]]
 +
|Any
 +
|Clerics
 +
|-
 +
|[[Dreamkeepers|Dreamkeepers]]
 +
|Any
 +
|Clerics
 +
|-
 +
|[[Fellowship of the Clover|Fellowship of the Clover]]
 +
|Any
 +
|Clerics
 +
|-
 +
|[[The Gyre|The Gyre]]
 +
|Any
 +
|Clerics
 +
|-
 +
|[[The Lawsmiths|The Lawsmiths]]
 +
|Any
 +
|Clerics, Inquisitors
 +
|-
 +
|[[Librarians of Sarth|Librarians of Sarth]]
 +
|Any
 +
|Clerics
 +
|-
 +
|[[The Needlekin|The Needlekin]]
 +
|Any
 +
|Clerics
 +
|-
 +
|[[The Nightstalkers|The Nightstalkers]]
 +
|Any
 +
|Clerics
 +
|-
 +
|[[Order of Merchant Keymasters|Order of Merchant Keymasters]]
 +
|Any
 +
|Clerics
 +
|-
 +
|[[Order of the Red Angel|Order of the Red Angel]]
 +
|Any
 +
|Clerics
 +
|-
 +
|[[Order of the Silver Throne|Order of the Silver Throne]]
 +
|Any
 +
|Clerics, Inquisitors
 +
|-
 +
|[[Plague Doctors|Plague Doctors]]
 +
|Any
 +
|Clerics, Alchemists
 +
|-
 +
|[[Storm Wardens|Storm Wardens]]
 +
|Any
 +
|Clerics
 +
|-
 +
|[[War Lords|War Lords]]
 +
|Any
 +
|Clerics
 +
|-
 +
! colspan="3" style="background-color:gray"|
 +
|-
 +
|[[The Bright Orcs|The Bright Orcs]]
 +
|Orcs
 +
|Any
 +
|-
 +
|[[Fellowship of Wee Travelers|Fellowship of Wee Travelers]]
 +
|Gnomes, Hobbits
 +
|Any
 +
|-
 +
|[[Hammerheim|Hammerheim]]
 +
|Dwarves
 +
|Any
 +
|-
 +
|[[Order of the Silver Acorn|Order of the Silver Acorn]]
 +
|Elves
 +
|Clerics
 +
|-
 +
! colspan="3" style="background-color:gray"|
 +
|-
 +
|[[Hate|Hate]]
 +
|Any
 +
|NPCs
 +
|-
 +
|[[Horned Society|The Horned Society]]
 +
|Any Evil
 +
|NPCs
 +
|-
 +
|[[Ravenswood Trading Posts]]
 +
|Any
 +
|NPCs
 +
|-
 +
|[[Battle Against the Garnath#On Saint Gilbert|Questing Knights of Saint Gilbert]]
 +
|Defunct
 +
|Defunct
 +
|-
 +
|[[The Order of the Knights of the Kingdom]]
 +
|Defunct
 +
|Defunct
 +
|-
 +
|[[The Pentaverate]]
 +
|Defunct
 +
|Defunct
 +
|}
 +
</td></tr>
 +
</table>
  
Outside of the Elder Gods, there are numerous other "pantheon gods" that are worshiped throughout the Realm. These include small local and city gods which might have influence over a particular river or mountain, group of craftsmen, or a given chapel. They might be heroes or martyrs or saints that have become demigods to a certain segment of the population. Or, these other gods might be powerful deities with thousands or hundreds of thousands of followers, entire nations, entire races.
+
NOTE:  See [[House Rules]] for any specific limitations in classes.
 
 
One of the most significant legends which seems to transcend cultures and times has its origins early in First Age of Man and tells of the arrival of thirty "new gods" in flaming chariots known as the First Tribe. In some cultures, tales tell of an epic struggle between the Elder Gods and the First Tribe. In the end, the story says that the First Tribe proved victorious over the Elder Gods, who were banished in the early First Age of Man only to reappear late in the Third Age of Man when they were released from their prison.
 
 
 
[[Anhur|Anhur, God of War]] <br>
 
[[Anshar|Anshar, Lord of Darkness]] <br>
 
[[Arioch|Arioch, God of Chaos]] <br>
 
[[Bast, Cat Goddess]] <br>
 
[[Bes|Bes, God of Luck]] <br>
 
[[Brandobaris|Brandobaris, Master of Stealth]] <br>
 
[[Cairm|Cairm, Goddess of Youth]] <br>
 
[[Dagda|Dagda, Lord of the Dawn]] <br>
 
[[Dagonis|Dagonis, Goddess of Sleep and Dreams]] <br>
 
[[Eadro|Eadro, God of the Merfolk]] <br>
 
[[Eldevira|Eldevira the Tree of All Branches, Goddess of Elves]] <br>
 
[[Fear|Fear]] <br>
 
[[Few|Few, God of Thunder and Lightning]] <br>
 
[[Gabriel|Gabriel, Angel of Truth]] <br>
 
[[Geb|Geb, God of Earth]] <br>
 
[[Gruumsh|Gruumsh, God of Orcs]] <br>
 
[[Hate|Hate]] <br>
 
[[Horus|Horus, God of Mercy]] <br>
 
[[Ishtar|Ishtar, Goddess of Love]] <br>
 
[[Ishap|Ishap, God of Knowledge and Learning]] <br>
 
[[Kakatal|Kakatal, God of Fire and Flames]] <br>
 
[[Llith|Llith, Mother of Reptilemen]] <br>
 
[[Loki|Loki, The Moon God]] <br>
 
[[Lolth|Lolth, The Serpent God]] <br>
 
[[Misha|Misha, Goddess of the Wind]] <br>
 
[[Moloch|Moloch, Sun God]] <br>
 
[[Moradin|Moradin the Forger, God of Dwarves]] <br>
 
[[Mulciber|Mulciber, God of Magic]] <br>
 
[[Orion|Orion, God of Wisdom]] <br>
 
[[Pan|Pan, God of Music and Poetry]] <br>
 
[[Paulus|Paulus, Goddess of Justice]] <br>
 
[[Pell|Pell, God of Time]] <br>
 
[[Ptah|Ptah, Master of the Planes]] <br>
 
[[Rammus|Rammus, God of the Stars]] <br>
 
[[Rat God|Rat God]] <br>
 
[[Ratri|Ratri, Goddess of Thieves]] <br>
 
[[Seker|Seker, God of Light]] <br>
 
[[Set|Set, God of Evil and the Night]] <br>
 
[[Straahsa|Straasha, God of the Waters]] <br>
 
[[Surma|Surma, Goddess of the Plague]] <br>
 
[[Tefnut|Tefnut, Goddess of Storms]] <br>
 
[[Ukko|Ukko, Sky God]] <br>
 
[[Voodrith|Voodrith, God of Slaughter]] <br>
 

Revision as of 21:17, 16 January 2020

Cults02.jpg

Outside of family and clan, there are hundreds of organizations, societies and cults spread across the Realm.

Some of these organizations are traditional churches and temples to the pantheon of gods. Local and city gods might be heroes, martyrs or saints that have achieved demigod status to a small segment of the population with influence over a particular river or mountain, group of craftsmen, or a given chapel. Or, these gods might be powerful deities with thousands of followers, entire nations, or entire races.

Some organizations are well-known and respected in the Realm. Others work on the fringes of society - secret cabals and cults dedicated to any manner of depravity and evil.

Listed below are the most active and well-known organizations in the Reaches. While an overview is provided, characters interested in membership should make contact with the organization to explore initiation. Not every organization is well suited for every character, but the benefits gained from an alliance with a powerful society should not be underestimated.

Organization Races Common Classes
Collegium Magicium Any Wizards, Sorcerers, Alchemists, Summoner
Druids of Oakentree Any Druids
The Family Any Rogues
Order of Crusaders Any Paladins, Cavaliers, Antipaladins (Dagda-Mor)
Order of the Winds Any Monks
Rangers of the Wilderlands Any Rangers
Royal Company Any Bards
Warrior's Guild Any Fighters, Barbarians
The Butchers Any Clerics
Church of the Hearth Any Clerics
Church of St. Theodore Any Clerics
Cult of Eternal Youth Any Clerics
Cult of Shadows Any Clerics, Rogues
Dark Path Any Clerics
Dreamkeepers Any Clerics
Fellowship of the Clover Any Clerics
The Gyre Any Clerics
The Lawsmiths Any Clerics, Inquisitors
Librarians of Sarth Any Clerics
The Needlekin Any Clerics
The Nightstalkers Any Clerics
Order of Merchant Keymasters Any Clerics
Order of the Red Angel Any Clerics
Order of the Silver Throne Any Clerics, Inquisitors
Plague Doctors Any Clerics, Alchemists
Storm Wardens Any Clerics
War Lords Any Clerics
The Bright Orcs Orcs Any
Fellowship of Wee Travelers Gnomes, Hobbits Any
Hammerheim Dwarves Any
Order of the Silver Acorn Elves Clerics
Hate Any NPCs
The Horned Society Any Evil NPCs
Ravenswood Trading Posts Any NPCs
Questing Knights of Saint Gilbert Defunct Defunct
The Order of the Knights of the Kingdom Defunct Defunct
The Pentaverate Defunct Defunct

NOTE: See House Rules for any specific limitations in classes.