Organizations

There are a number of organizations, independent from any national or racial identity, which PCs may join.

The Druids

Main article: The Druids

In millennia past, druids where a shadow council who controlled all arcane magic, and used their power to rule the nations of Man. There came one wise and good druid, who broke their circles, and expelled them from the land. It was he who bequeathed the sword to the first king, to begin the Kingdom of the Sword. He went on to found a new order of druids, who would safeguard the land, and keep the peace between nations and races as best as they can.

The Druids of today are a multiracial organization, who mainly find themselves dealing with monsters and cults who pervert the natural realm. They keep watch on the peace of nations, but they can do little to stop a determined invasion, as happened at the beginning of the Last War.

The Illumina

:Main article: The Illumina

The Illumina began in the desert, among the dragons whose civilization was nearly shattered by The Great Dragonblood. They are an organization of those who seek enlightenment--literally. They believe in a powerful divine force, not a god, but a force that gives gods power, which manifests as pure and brilliant light. They seek to become one with that light, and with eternity.

At least, that's what they used to be. Their beliefs were altered when they spread to the Ahrimid Empire and lands beyond. The Illumina became an organization of those who would illuminate the whole world with their enlightened beliefs...even if the world didn't want it. They became an order of Kingmakers, who believe they know who should rule, who should preach, and generally who will better guide the races to their ultimate enlightenment.

On the plus side, their "appointments" tend toward peace and prosperity. They strongly believe that dedication to the peaceful arts will free the minds of the races toward achieving enlightenment, and thus will plot to overthrow warlike rulers.

The organization is divided as to whether or not King John needs to be overthrown.

Order of the Ring

:Main article: Order of the Ring

When the Druids' circles were shattered by the one they call Betrayer, the druids themselves were not slain. They retreated beyond the lands of the Kingdom of the Sword, to greener pastures (figuratively). They found a home among the Ahrimids, who were receptive to their teachings of magic and wisdom.

Today, due to their influence, the Ahrimid Empire has become a center of learning for all arcane magicians. The magic of the druids changed somewhat as they left the temperate forests of the north for the deserts of the Ahrimid; they also applied a great amount of ritual and obfuscation to their art as they began to share it with outsiders.

The Order of the Ring does not strictly own or operate the arcane academies; those are ostensibly owned by the various satraps who financed their construction and continue to contribute to their operation. Rather, the Order recruits like-minded individuals from the student base, like a secret fraternity.

The Order primarily recruits wizards and other arcane magic users, though they certainly have need of priests, rogues, and anyone who can infiltrate governments and churches. They aim to promote the supremacy of arcane magic and its users, and, if possible, to return to a magocracy of all men (or more), as once they enjoyed.

The Listeners

:Main article: The Listeners

An independent order of archeologists, bards, storytellers, and sages. They travel the world, digging up relics, listening to folk tales, learning songs of myth and legend, and generally gathering all historical records they can find.

The Listeners began with the merger of several groups: a dwarven archeological organization, an order of elven bards, and a clan of dragons who had lost all of their elders in The Great Dragonblood. In recent times, the Listeners have seen a huge influx of eager recruits in the race of Man.

The Listeners go where they will, and learn what they can. They ask everyone for their story, and listen intently for the grains of historical truth behind them. Many choose to dig in the dirt, unearthing ancient ruins and examining what is inside. Some go too far and become grave robbers, unleashing curses and enmity upon the order. Such things are frowned upon, though the definition of "grave" usually applies only to sanctified burial sites that are inviolate (or were until the Listeners showed up).

The Oathkeepers

:Main article: The Oathkeepers

In the early days of Oathkeep, King John had much difficulty with forces seeking to undermine his authority, to destroy the city before could ever be built. His army struggled to locate and destroy these pockets of resistance, who dwelled in the shadows, and struck only where he was blind.

Among his faithful servants, there was a strong belief that he needed more than an army, and would never ask for the kind of service he required; so, a small group banded together to form a new army in his name.

The Oathkeepers have grown significantly since their inception; all races and classes are well represented in their membership. They remain independent of any government, and do not answer to the Court. They strive to maintain a good reputation, but they do not want to be seen as an arm of the government; they have pledged neutrality in all politic issues.

Their primary goal is to keep the peace, and defend the Oath. Doing so sometimes requires covert and decisive action, which the Court is not equipped to make. Sometimes, troublesome individuals simply need to be eliminated. This is done in the most circumspect way possible, though it certainly gains them a degree of notoriety; the Court often wonders if they are more trouble than they are worth.

The leader of the Oathkeepers is also the consort of King John, though he doesn't even know, as she is also his spymaster, and thus the principal in charge of learning the identity of the Oathkeepers.

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