Anarchs Guild

Freebirds, Jaywalkers, Unlaws

The Anarchs Guild is a loosely formed group of individuals that are in the business of overthrowing the establishment. What the establishment is exactly is a little fuzzy. It doesn't matter what form authority comes in, this group opposes it. Anarchs are for the most part harmless, having bigger ambitions that they are capable of accomplishing. They spend most of their time in serious debates and discussions, often bickering over the supposed wrongs of this political group or that particular mayor.

Because of their chaotic nature, and general dislike for everyone, the Anarchs Guild has no allies among other guilds. In fact, this is one of the few guilds that does not permit its members to belong to other groups. Such action is terms for dismissal. The Anarchs try to get the common man on their side, pointing out the atrocities of the government. By doing so, they gain a powerful ally without dealing with other guilds.

The Arbitrators are a sworn enemy of the Anarchs Guild, because of their anti-authority stance. The Arbitrators usually have to try and ignore the ramblings of the Anarchs because they can't charge someone for speaking their mind, but a few have become inventive in creating new things to charge unruly Anarchs with.

The Anarchs have no official headquarters. It isn't easy getting many of them to meet in one place. The bulk of the Anarchs do reside in Wayfarers Way though.

The unofficial leader of the Anarchs is Raymus Blathermoor. This loud spoken and obnoxious charek is rumored to be responsible for numerous revolts and uprisings all across the True Realms. The Arbitrators have not come up with any hard evidence connecting Raymus to anything, so he still remains at large. The word on the street is that some of the more free wheeling Arbitrators have hired some members of the Hunters Club to get rid of Raymus permanently.

Chaos will set you free.

Arbitrators

Judgers

The Arbitrators are often the only law in the True Realms. Justice by the hands of the Arbitrators is swift and usually harsh. They are the first and final word on the streets of most major cities and towns. Each individual member has the power to act as judge, jury, and executioner. The loyalty tests one must undergo to join the Arbitrators is more than enough to weed out those who are weak willed or corrupt. Arbitrators don't play favorites: the law is the law, break it and pay the penalty.

The Arbitrators don't have any strong allegiance to other guilds, but can often rely upon aid from the Crimson Brothers or the Pagan Hunters. In fact, many Arbitrators are also members of the Crimson Brothers. The Arbitrators don't always agree with the Pagan Hunters methods, often charging them for their misconduct, but they cannot deny their effectiveness.

The Arbitrators have an enemy of anyone who breaks the law. Some guilds are more prone to do so and have found a niche in the Arbitrators most hated list. The Anarchs Guild, Evenstar Warriors, Purifiers, and Saviors of the Realms can all be found on that list. Because of their known violent behavior, most members of these guilds are arrested on sight, especially any Evenstar Warriors. The Arbitrators will not arrest without cause, but a cause is fairly easy to come up with.

The headquarters of the Arbitrators is called Backcrack Hold, a mighty fortress located in the True Realm of Caedmonst. It is said to be an impregnable castle.

The leader of the Arbitrators is Supreme Chief Justice of the Law, Hapheus Dinswar IX. This former druga warlord is the original founder of the guild and has been at its helm for its entire 500 year history. He is an old and hardened man, his verdicts are based wholly on the word of the law and they are unquestionable. He has recently been under fire for his restructuring of the law, allowing any Arbitrator to dole out punishment at the scene of a crime. Originally a trial was required, but the backlog made a new step necessary to deter rising crime.

I am bound to the law, neither its master nor its servant.

Armadillo Hunters

Huntsmen, Wasters

The Armadillo Hunters are big game hunters and trophy seekers. They scour both the True Realms and the Mists for their acquisitions. The name of the guild was actually a joke that used to circulate among the founding members and it kind of stuck over the years. They hunt anything that walks, crawls, flies, or slithers, from mundane animals like acrel to the most fearsome dragons that prowl the murky Mists. They are known for being excessive, carrying immense amounts of firepower regardless of their prey.

The Armadillo Hunters have strong allies among the Crimson Brothers, particularly because most of them are members. Many Armadillo Hunters also work with the Midnight Society and the Orchid Preservation Guild, acquiring hard to obtain creatures and biological parts for their buyers.

Because an Armadillo Hunter never gives up a fight, no matter where they are or who may get in the way, they often find themselves facing off against the Arbitrators. The Lifers are a sworn enemy of the Armadillo Hunters because of their wanton desire to kill. The Lifers pose little threat to the Armadillo Hunters because of their pacifist nature, and the Hunters vow not to kill any of the major sentient races, unless it is absolutely necessary for survival or friendly fire on a hunt.

The headquarters of the Armadillo Hunters is The High Hunt Hall, located in Unterway. It is a simple one room lodge with many trophies adorning the walls as well as a hall of fame dedicated to the greatest hunters of all time.

The Grand Hunter is Tomar Sternbow, a master archer and marksman. This nekron has made a name for himself by hunting only the most dangerous prey. He is a little less reckless than most members of the guild and a little smarter too. He is currently in hiding until he can work something out with the Arbitrators, who have a warrant for his arrest.

If it moves, kill it!

Bands of the Severed Hands

Stumpies, Oners, Lefties

The members of the Bands of the Severed Hands are the fanatical worshippers of Tulane, god of the severed hands. All members are required to sacrifice on of their hands in tribute to their deity. This is not always done immediately, as the high priests see benefits of two handed individuals. Those that do not sever their hand are considered to be doing an additional service for Tulane. They distance themselves from their deity, and that way they are able to more efficiently do his work among the unbelievers. Their reward will be to eventually one day sever their hand, or even both hands, and burn them on the altars of the temples of Tulane.

These religious zealots have no allies outside of their religion. Because of their odd sense of worship, most members don't belong to other guilds either. The only group that will interact with the Bands of the Severed Hands are the Fated, who accept them as a natural occurrence brought about by the current chaotic times.

While the Bands of the Severed Hands are not openly violent to others, the Arbitrators keep a close eye on them. You just can't trust someone who would lop off his own hand. The Church of He has also set a firm stance against the Bands of the Severed Hands, considering one of the most dangerous of the pagan religions. The worst enemy these people face are the Pagan Hunters, who kill worshippers of Tulane without mercy.

The main temple of Tulane is located in Wayfarers Way. The Hand Temple is actually very small and only the highest ranking members of the church are ever allowed inside.

The Priest Most High of the Inner Circle of Tulane the Limbless is Jobe Wario. Jobe is a disfigured and deranged karanesti necromancer of incredible skill. Jobe cut off both his hands as a young adept of Tulane, but he currently has organic replacements in order to practice his art. Jobe uses his vast necromantic powers to add to the ranks of his army of the dead. These undead soldiers are used as guardians and servants at the temples of Tulane. In order to pacify the outcry of other religions and the Arbitrators, Jobe added a unique extra to his magic. The undead will lose their animated powers if they ever leave the temple grounds. However, a rumor is circulating that Jobe has a counter spell that will allow his minions to roam anywhere.

Can you give me a hand, friend?

Church of He

Do-Gooders, Righties

The Church of He is based upon the old doctrines of Christianity. It is one of the few religions that survived the cataclysm. The followers of the Church of He believes in one Supreme Being that created the mutliverse. It is normally passive in its actions, preferring to stay out of any physical conflicts. The Church of He is very appealing to the poor and down trodden because of its overlying message of an afterlife filled with joy and eternal happiness. The priests of the Church of He are all practitioners of divine magic. Except for Mistrunning, other forms of magic are generally frowned upon.

The Church of He is strongly allied with the Arbitrators Guild. They believe strongly in the punishment of wrongdoing. They also have a loose alliance with the Pagan Hunters, although the Church of He is more interested in converting pagans to their own religion rather than simply exterminating them. Because the Church of He is responsible for a lot of mission work, including setting up soup kitchens for the poor and shelter for the homeless, they have friends among both the Freemen and the Dwellers.

The Cult of Malus is the fiercest opponent of the Church of He. Their black rituals and common practices of human sacrifice make them the antithesis of the Church of He. The Church of He is also on unfriendly terms with Papa Jon's Society for the Advancement of Ultimate Happiness. The Church of He preaches that one should lead a simple and chaste life, which is opposite what Papa Jon preaches. Most of the other guilds neither support nor oppose the Church of He.

The Light of the World Cathedral is the main church of the Church of He. It is located along the slopes of Evenstar. It has a military design and is well stocked and can withstand a lengthy siege.

Archbishop Joshua Eloine is the primary spiritual leader of the Church of He. This anuir is a simple priest who is wise, compassionate, and just. Unfortunately Joshua is very old, and it is apparent that his remaining time among the living is quite short indeed.

He will grant you peace and understanding, all you need do is believe.

Collegiate Society of Supernatural Practitioners

Wizzes, Mages Guilds, Casters

The Collegiate Society of Supernatural Practitioners is best known as the Mages Guild. It is divided into different schools for each magical art form with the exception of Druidic, Runes, and Mistrunning. The guild offers varying services to those that can afford it and they also act as mentors to thousands of students and apprentices.

The Mages Guild generally gets along well with the Crimson Brothers as they use the warriors for muscles and protection on more dangerous tasks. Several of the schools also interact well with different societies, the Necromancers work closely with the Reapers and Grindmasters, and the school of Divine Magics works with many of the varying religions in the True Realms, and even a few outside.

The Mages Guild doesn't really have any enemies to speak of, as no one is stupid enough to cross them, but they do tend to disagree with the Mistrunners Association. The Mistrunners have been pushing the Mages Guild to treat non-members in the same way they do. The Mages Guild feel that if someone wishes to practice outside of the guild it is their choice.

The main college is located in Wayfarers Way, although each school has branches throughout the True Realms. Anyone is welcome to use the college's vast arcane library for a price. The more precious the tomes sought, the higher the admittance fee.

The Mages Guild doesn't officially have a single leader, each school has their own Professor Emeritus and each has an equal vote. They do have an official spokesperson. Currently that position is occupied by Ganalaya, an outspoken and charismatic water elementalist. She is the first spokesperson in a long time that can occasionally get the different schools to agree from time to time.

The Professors of each school are as follows: Control, Master Dominor; Creation, Vriz Kazzaar; Divine, Alia Zkia; Air, Whisperwind; Earth, Stanchy Blotterast; Fire, Shayna the Firebird; Water, Dravyo; Necromancy, Sivian Lance.


Crimson Brothers

Warlords, Mercs, Red Death

The Crimson Brothers is a fellowship of mercenaries, sell swords, and gladiators. The members of this guild have been the deciding factor in many battles, both large and small. Nearly every known guild has at one time or another employed soldiers from the Crimson Brothers. They may seem like petty thugs, willing to fight at a moment's notice for just a few Soverns, but they follow a strict honor code. Once a Crimson Brother signs a contract they must honor it until either death or the contract is fulfilled.

This guild really has no true allies or enemies to speak of. Friend and foe is usually determined by a contract. One day they may fight for the Cult of Malus, the next day it may be the Arbitrators. The only guild that never employs them is the Pagan Hunters. While the Pagan Hunters are not hostile towards the Crimson Brothers, they aren't exactly cordial either. Most guilds accept the fact that the Crimson Brothers don't do things based on personal vengeance. If the Crimson Brothers attack another guild, that guild will most often hire other members to strike back at the original guild that hired the Crimson Brothers in the first place. The one catch is that Crimson Brothers are not allowed to fight with other guild members.

Battlebane Keep is the headquarters of the Crimson Brothers. It is located along the Ranus River in Wayfarers Way.

The leader of the Crimson Brother is the Battle Master Axelrod Deathbane. This rygar warrior was once a mercenary in the lands of Aerdmoor. He is new to this post, having attained it only a year ago. His position is mostly honorary, and he has very little influence over the individual chapterhouses.

That which doesn't kill you can only make you stronger, unless you're just lucky.

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