Advertisement
Icarus88

Steel and Silver Organizations

Mar 17th, 2015
399
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 8.92 KB | None | 0 0
  1. Groups
  2. Worldwide Importance
  3. The Davlan Free Trade Committee - Thought the Eight Cities of Dalvus frequently war they will occasionally unite under one banner in times of need, using this name. The last time the D.F.T.C. mobilized was during the War of Sands. More often than they are used for war, the D.F.T.C. will convene as ambassadors to other continents of the world and, occasionally, will mobilize a small force of troops, deemed the Guardians to defend against various creatures of the world when there is need. Symbol: An infinity sign
  4.  
  5. The Magi Collective - The Magi Collective is a group created after the Cataclysm made to regulate and restrict magic so as to never repeat the disaster again. Over the years, however, many feel the Magi Collective's treatment of mages has turned cruel. They have bases and operations in nearly every continent of the world and are in the least seeking to expand into areas they do not. The Magi Collective sometimes send small groups of mages to investigate and stop claims of unchecked magic, but the groups are always escorted by a group of strong Templars with anti-magic armor. Symbol: An eye on a fist
  6.  
  7. Trian Arcane Order - A much more extremist sect of the Magi Collective, mostly based in Trius but sometimes found in areas with a particular hatred for magic. They are known to butcher or mutilate mages in experiments in hopes of removing their magic. The Arcane Order is much more violent in their ways and thus much more hated and feared by mages.
  8.  
  9. The Free Mage Movement - The Free Mage Movement was formed as a response to the Magi Collective's mistreatment of the mages under its control and the Arcane Order's abhorrent crimes. Some broke free from the Collective and became fugitives. They attempt to lead other mages to freedom and weaken the Magi Collective's hold on the cities of the world. Symbol: Broken shackles
  10.  
  11. The Bard Colleges of Zola - In the city of Zola, the capital of Torevelli, an entire city district is dedicated to the bard. This hub or art and culture eventually has formed the Bard Colleges, majestic colleges all bards of Asteris aspire to joining. None even stand close with the Zolan colleges, and every bard admires and respects the Six Maestros, the heads of each college. Symbol: A crossed lute and trumpet
  12.  
  13. The Emerald Claw - No group of mercenaries in the world is more feared than the Emerald Claw. They are the most successful, largest, and strongest of all the known mercenaries in the world and, though they generally do not come into conflict with the city-state forces of Dalvus where they are based, they will always be sold to the highest bidder. Symbol: Emerald claw
  14.  
  15. La Royeux - Although they are not as powerful as the Emerald Claw, the La Royeux are still a very strong mercenary guild with operations around the world. Based in North Mestarshan, they have gained quite a reputation around the world and are the only other mercenary group with the ability to compete with the Emerald Claw on a global scale. Symbol: upside down crown
  16.  
  17. The Ruby Fox - A secretive and large group of spies and assassin's that have involvement in nearly all the politics of the globe. The Ruby Fox is hard to find, hard to hire, and nearly impossible to get in but if you are involved in the world of politics then you are almost guaranteed to cross their path at least once. Symbol: A ruby fox
  18.  
  19. The Owl Network - A collection of spies hired to steal information of all kinds. They rarely steal information for themselves but, when they do, it is sold to the highest bidder. The Owl Network are not assassins, and rarely has any murder been committed by them. Still, they are extremely dangerous in their own right. Symbol: An owl with numbers and figures in it's eyes
  20.  
  21. The Black Mask - A spy and assassin guild made almost entirely of dopplegangers. Based in the Droughtlands, they are the height of deception in the worlds guilds. Symbol: A black mask
  22.  
  23. Hand of the Scarab - A group of assassins based in the Droughtlands with the mysterious ability to sink into the sand at will. Symbol: A scarab
  24.  
  25. The Tiger's Fang - A group of mercenaries and assassins based in Trius Symbol: Two fighting tigers
  26.  
  27. Yantarnoye Rytsarskoye Bratstvo - Also known as the Amber Knight Brotherhood. A mercenary group that tends to be used in large battles around the world instead of small time things. The Amber Knight Brotherhood has fought in various wars over the years. Though as time moves on, some parts of the Amber Knight Brotherhood has been taking contracts previously seen as underneath the organization. Symbol: An amber battleaxe
  28.  
  29. The Black Lotus - A major assassin guild based in the Far East Marches. Members do not care who hires them and they have little to no loyalty for the cities they hail from and are sworn to an oath of loyalty only to the Black Lotus clan themselves. Symnol: A black lotus
  30.  
  31. The Dead Crows - The most elusive and successful thieves guild in the world. Some go so far as to speculate they are ghosts themselves, and it is extremely rare for anyone to catch the Dead Crows in the act, much less stop them from acquiring their target. Symbol: A dead crow
  32.  
  33. The Beggars - Although beggars seem weak and unprotected, they are actually a well-organized group thanks to the almost godly presence of the King of Beggars. Some say the King of Beggars is simply the aspect of the demigod Ireul. Regardless, if you need gambling, smuggling, or general knowledge, the Beggars are a logical choice... for a price
  34.  
  35. Dragon Hunters of Trius - Though now largely inactive, the group was formed after the Wrath of Galzra and was responsible for hunting and slaying dragons to near extinction. Only recently have the dragons' numbers begun to recover. Now, the Dragon Hunters of Trius serve as an elite guard in Trius' militaries. Symbol: A dragon's head with a sword through it
  36.  
  37. Sons of the Worldfire - A group of anarchists that seek to destroy the civilizations of the world. Their members can be found frequently aiding various cults and evil creatures to wage war against the cities of the world. The Sons of the Worldfire believe that by destroying the world, the gods would be forced to rebuild it anew, and with a better vision. Symbol: A flaming scale
  38.  
  39. Shield of the Wild - The Shield of the Wild is a group dedicated to preserving nature and keeping entrances to the Feywild guarded and protected. They are one of the only non-eladrin groups welcomed by the eladrin guardians of old. Symbol: A tree on a shield
  40.  
  41. Exorcists - A group of holy warriors that travel across the lands, often solo or in very small groups, that seek out and slay devils and demons, and deal with any terror those creatures create. The nomadic Exorcist groups typically can handle weaker demons and devils by themselves, but sometimes must band together to ask for aide against stronger versions than they are used to. Exorcists often double as a group that deals with spirits, more often laying a ghost to rest than killing it and killing specters. Symbol: A beam of light
  42.  
  43. Elemental Brotherhood - A group of scholars and warriors dedicated to studying the Elemental Chaos and sealing tears to it. If a threat is persistent enough they must sometimes ask for outside aide in dealing with the violent creatures that pour forth from the Elemental Chaos before sealing the tear. Symbol: The four elements
  44.  
  45. Farwatchers - A group dedicated to the study and containment of the Far Realm. Their goal is to one day enter and explore the Far Realm without being driven mad. Many say the group is foolish, but at times when a tear to the Far Realm appears there is no better group to handle it… though sometimes the Farwatchers accidentally make these tears themselves. The Far Watchers also seek out portals to Sauru, wishing to communicate with the living planet. Symbol: A man with a third eye in his forehead
  46.  
  47. Green Sages - A group of mysterious and powerful sage sorcerers that specialize in ancient knowledge predating the Fall of the Ancients and the early ages following. They keep their information closely guarded and are sworn to protect these secrets until death. Only in times of extreme need will the Green Sages allow an outsider to gain even a hint at one of their ancient rituals, artifacts, or events. Symbol: All wear green robes and have a self-made tattoo of ancient forgotten letters
  48.  
  49. Trade Companies
  50. Brightcrest Trade Company - A very large trade company based in Dalvus Symbol: A crescent moon
  51.  
  52. La Mansa Trade Company - Only slightly more successful than the Brightcrest Company, the La Mansa Company is the richest company
  53. in the world. Based in Mestarshan North. Symbol: A ship roaring through the waters
  54.  
  55. Creston Trade Company - A fast-growing trade company based in Freeport. Symbol: A camel
  56.  
  57. Banglapur Trade Company - A trade company based in Trius and the heart of the newly born free trade agreement Symbol: A pair of feet over a globe
  58.  
  59. Wild Horse Trade Company - The largest of the trade companies from the Far East Marches Symbol: A rearing horse over a sunrise
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement