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So you want to know about the various people you'll be dealing with,
eh? I knew you were a smart one the moment I laid eyes on you I
did! Yes, I said to myself, here's one who understands that there are as
many dangers to be faced among the politics of our own people as there are at
the end of an enemy's sword point. Come right this way and I'll show you
to the scrolls containing the information on who's in charge of what.
This way now and mind you don't knock over any of those stacks of books.
I've worked all day at organizing them...
While the main campaign currently takes place outside the Empire for the
first decade of Cambrion events took place based either out of Armoria or
Paladur both essentially laying within Empire lands. As such nearly
every character will have a background based on factions or peoples that
likely have nothing to do with the current campaign setting. Therefore
this section contains both local factions and people useful for understanding
current plot events and factions and settings of previous core plot from which
most characters will derive their character histories.
Lehron Campaign (current plot location - Witsend)
Character Background Factions
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The Council of Witsend
The
Council holds the highest power among the forces from the combined forces that
have come to aid the Lehron. It consists of 14 people from most of the
major factions in residence. It is the Council the rules the people of
Witsend and makes all the important decisions for the characters and NPC
living and fighting in the current campaign setting. The Council currently consists of:
Mages
Guild
Minister of Magic - Savannah Martell
First Consul - Braun
Second Consul - Lord A'ceed Hasem
Power guild
Minister of Power - Milton Jameson
First Consul - Olac Ironshod
Second Consul - Jeremy Jones
Militia
Minister of arms - Tei'rum Elendil (elf)
First Consul - Lucian
Second Consul - Heather 'Ogrebane' Argyle (highland barbarian)
Support personnel (towns folk -
bakers..etc)
Minister of Services - Lance Grainger, Mayor of Witsend
First Consul - Pierre Chandler
Second Consul - Dante 'Sword-born'
Lehron contingent
Minister of Local Affairs - Essailen (lheron)
Minister of War - Rythian (lheron)
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The Guilds of Witsend
Militia - The militia houses the main militiary forces of town. Most fighter and rogue character types are best off joining the militia. Most events are coordinated through the militia though the other guilds work hand in hand with the militia to accomplish whaterver tasks are needed.
Power Users Guild - The power users guild is home to both the light power sects and grey power sects. Most healing and all the resurrections for the guilds come through the power uses guild. Most power user PCs join the power users guild.
Mages Guild - The magic support for tasks in and around town is handled through the mages guild. On the exceptionally rare chance that contact comes through from the Empire or Paladur it usually comes through this guild first. Mostmage PCs join the mages guild.
Mercenaries Guild - The mercenaries guild has essentially two main purposes. It acts as a central point of contact for the three self-contained mercenary companies residing out here in Witsend. It also allows independent mercenaries who aren't with one of the there main companies a group to associate themselves with so that they have a place to bunk and some training. While PCs can be unaffiliated as mercenaries they're generally better off joining one of the actual mercenary companies as they have a much better chance of receiving higher level training this way.
Support Guild - The support guild handles the various and sundry support crafts needed to sustain life out here on the frontier; Bakers, blacksmiths, etc. Player characters are recomended to avoid joining this guild as it exists primarily for role playing purposes and does not provide any advance (20+) training.
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Other Groups of Witsend
Knights of Anaithis - The only group of Knights currently represented out on the frontier. The Knights of Anaithis are a humanocentric bunch who have taken it upon themselves to represent the best interests of the Empire while out here. Where the militia effectively represents the fighting forces much like a standing army the Knights are effectively Witsend's internal police force.
The Guardians - One of the few actual mercenary companies represented on the frontier. The Guardians are known to be a generally good-aligned group that acts nobly and honorably. It is also currently the only player-run mercenary company. (If I have something a bit off here let me know, Guardians -Frank)
Mercenary Guild 1 - Place holder until I can find/remember/update the other mercenary companies out on the frontier.
Mercenary Guild 2 - Place holder until I can find/remember/update the other mercenary companies out on the frontier.
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The Companies of Armoria (for character background purposes only)
The primary product of
the duchy of Armoria is mercenary units.
Each city and many villages are capable of supporting at least one or
more company of sufficient size to be registered with the Council of Swords in
Armoria. The basis of the current
campaign originated out of the city of Chevron in Armoria. As such
nearly every character in the active campaign, other than those in one of the
Knightly Orders, will likely have served in one of the following companies
prior to coming into the current campaign. Paladurian characters and
many elven characters will likely have served in Tavist's Freelancers.
Any other characters will likely have served either in one of the remaining
five companies. It is particularly worth noting as well that each of
these companies was formed following the Armorian Civil War and many are the
remains of older document Companies. Clicking on the links for each
Company will provide expanded information for each. (link to be added and
images cleaned up in the
near future)
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Blood
Spears
Ruled by a former leader in the Overlord's army, company members soon
learn the meaning of discipline. Rare is the Blood Spear with any
amount of rank that will be locked up for insubordination. Discipline
and team spirit work well to make this an effective company. |
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Drake's
Talons
One of Chevron's longest established Companies.
Drake's Talons members have shown themselves to be hearty warriors,
formidable on any battlefront. They served the Overlord well in his
campaign against the elves. Lead by a Dwarf, many humanoids seek out
this company in hopes that they will earn fairly the respect often
denied them for their race. |
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Falkner's
Company
Formed from the merging of two older companies, the
Black Ravens and Kuikare's Company, Falkner's Company is reputed to
combine the structured patrols of the Raven's with the elite scouting
skills of Kuikare's. It is home to some of the best archers,
scouts and most well-rounded small patrol units available. |
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Tavist's
Freelancers
The Black Sheep of the Companies, Tavists's
Freelancers formed from a band of Paladurian Citizens who found
themselves fighting side by side with Armorian forces.
Diplomatic negotiations have lead to the formation of this Company
combining both former Paladurian citizens and Empire citizens in a
blending that is quickly proving that both sides can, indeed, work
well together when given a common cause. The Company retains
strong ties with Paladur but is, in fact, an Armorian Company of the
Empire with all the rights thereto. |
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The
Winterhawks
Formed from the merged former Adventurer's Corps
and Kendar's Warthogs, this is the newest Armorian Mecernary Company
and formed during the end of the Armorian Civil War in 503. The
Winterhawks is run by a renowned merchant. The Company is still
in the process of making itself and its objectives known to people at
large. |
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The
Twilight Guard
A quiet company, little is truly known about them.
Many rumors have sprung up about them ranging from employing Templars
to being an elite group of assassins. To date, no rumor has been
proven to have any foundation in truth. Those few who have tried to
become members to expose secrets, have been summarily ousted before
they could find out anything of use. In staying with their quiet
temperament, members of the company are almost never seen causing a
disruption with other companies. |
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The Knightly Orders (for character background purposes only)
There are primarily three orders of knights acknowledged throughout the
known realms. These are all human orders as the elves, dwarves, and
other races never seemed to develop any such orders or even the concept of
such an order.
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The
Cambrion Knights
The first knightly
order sanctioned by the Empire. The
Cambrion Knights ultimately serve the Overlord, fulfilling a variety of
quests over the course of their service.
Most people revere the Cambrion Knights as steadfast, loyal
defenders of the Empire. In
spite of the admiration given the order of the Cambrion Knights by most
loyal citizens, only a comparative handful fell the call to become one
and fewer yet manage to climb the ranks of Page and Squire to finally
become a Knight. The
Cambrion Knights live by a strict code of laws and virtues that foil the
attempts of all but those who are truly dedicated to the task. |
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The
Paladurian Knights
Originally Cambrion
Knights, the Paladurian Knights were those that sided with King Eric of
Paladur when he rebelled from the Overlord’s Empire to forge his own
kingdom. Paladurian Knights
are rarely seen within the confines of the Empire as their vows of
loyalty to King Eric of Paladur brand them traitors anywhere within the
Empire. (Paladurian Knights
are a restricted class and require ref approval to play, they are highly
at risk in the current campaign) |
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The
Knights of Anaithis
A knew knightly
order the Knights of Anaithis are entirely humanocentric allowing no
other races into their ranks. They were created by the current
Overlord and, where the Cambrion Knights serve the Overlord and the
Empire, the Knights of Anaithis directly serve this particular
Overlord. Those currently active in the current campaign serve as
a sort of police force ensuring the laws as dictated by the Overlord are
adhered to. |
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The
Dark Knights
Also sometimes
called Fallen Knights, the Dark Knights is comprised of Knights who have
turned their back on the knightly laws and virtues in some manner.
They are outcast from the sanctioned order of Knights and hold to
their own in small bands. They
are considered little more than well-armed bandits by most; however,
they do profess to live by their own code of laws and virtues.
The Dark Knights are not actually a cohesive group, rather, they
tend to be small bands of outcast knights that have pooled their
resources to work together. (Players
may not choose to play a Dark Knight) |
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Various Other Groups and Orders:
Armoria (for character background purposes only)
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The
Civil Guard
The Civil Guard grew
from a simpler militia system until it has finally evolved into the
legal enforcement body of duchy acting in accordance with the Duchess's
will. Technically, the
Civil Guard is just one branch of what is called the Guilds of Armoria.
The Civil Guard ensures the laws of the duchy and Empire are
enforced and has legal writes to bring in those who transgress against
such laws. In spite of
this, the presence of countless mercenaries provides a more than
adequate amount of manpower so, rather than maintain large numbers of
expensive troops, the Civil Guard works with a bare minimum of personnel
and acts as a central administrative for coordinating the efforts of
mercenaries volunteering to fulfill needed tasks compensating them with
pay for each job completed. (Players
are permitted to join the Civil Guard but are cautioned that there is
less room for advancement and higher level training within the
organization compared to that which they would receive in any company or
the Cambrion Knights) |
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The
Guilds of Armoria
The Guilds of
Armoria are a single body of workers skilled in a variety of tasks
including magic, power, and physical skills that serve the needs of the
duchy. The Guilds of
Armoria are legally under the ownership of the household of the Duke of
Armoria, however, in practice they are maintained by an official serving
in the name of the duke freeing him up to pursue other ducal matters.
(Players are highly discouraged from joining the guilds as the
Guilds, aside from the Civil Guard, are not actively supported for game
purposes. Players in the
guild will find no advancement of their position and very little
training made available to them. The
Guilds of Armoria exist solely to be the grease on the wheels that keeps
things running in the background) |
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The Syndicate Esoterica
A mysterious organization that appears to have appointed
itself as the guardians of magic and power. It allegedly has the
backing of the Overlord and King Eric. It has been permitted to
set up strongholds in many major cities throughout the Empire and
Paladur and is rumored to have a presence even in the elven lands.
The Syndicate Esoterica has removed several high-ranking and powerful
magic-users and power-users from not only their positions but, in some
cases, from the public eye entirely for violating the secrecy of the
teachings of magic and power or for giving away too freely those things
that the Syndicate Esoterica should only be placed in the hands of
skilled and learned individuals. (If high-ranking PCs give away
too many secrets or information about magic or power these are the NPCs
that will begin hunting them down. Some exchange of information is
acceptable but a high ranking mage teaching all their rituals to every
mage they know most certainly is not.) |
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The Legion of
Right
The Legion of Right is a
faction rather than unit such as a mercenary company or group of
knights. Its followers come
from almost every walk of life and can found in virtually every
mercenary company as well as the Civil Guard, the Guilds and more.
The Legion of Right holds a very strong belief that evil, in any
form, is not to be tolerated and should be vanquished from the lands.
Some say that the majority of those that follow the Legion of
Right’s ways are extremists and, frequently, dangerously biased,
however, the faction currently holds the ear of the Duke of Armoria and
is permitted to maintain its establishment in Armoria.
Despite their heavy presence in Armoria, the Legion of Right did
not start there, in fact, its presence has been felt in nearly every
duchy over the course of the last several years. |
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The Dark Order
The Dark Order is an
organization only whispered of in dark rumors said to be the primary
group responsible for the continued training of black magic, dark power,
and any evil skills available. Those who wish to serve the cause
of evil would be best suited to check into joining this organization. |
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Various Other Groups and Orders:
Paladur (for character background purposes only)
To be added...
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