actions & People Home >> Library >> Factions & People
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)

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.

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.

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.

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.

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.

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.

Cambrion Knight's Standard

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.

Paladurian Knight's Standard

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)

Text Place Holder

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)

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)

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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Revised
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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