Post by Game Master on Aug 21, 2016 16:12:17 GMT
Factions and Places of Note in Atollamu.
This is just some trivia about some various people groups/organizations in the world of Atollamu. This information can be used as background in creating a character, or just as story fluff. In fact, some factions you may meet as allies, some as enemies, and some you may never interact with at all.
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The Greenstripe Tribe- A tribe of humans that most civilized folk would call "barbarians", this people group is largely isolated from the outside world. They are nomadic, and roam the wide plains of the Emerald Sea, traveling with the herds of animals that they hunt and tend to. They are largely shamanistic, and honor the spirits of nature that they believe guide their tribe towards harmony with the world. Strong warriors, proud but sage until provoked, the Greenstripe have little patience for new technologies, deciding that the old ways are generally the best. They aren't automatically hostile to outsiders, and in fact, some elven missionaries of Kyra have embedded themselves within the tribe, and are trying to convert them to Celestial worship. For their part, most Greenstripe who have heard of Kyra acknowledge her part in creation, but many still primarily worship the spirits of nature that she has created. (Characters with this background would be well suited by playing as a Human Barbarian, Totem Warrior path.)
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The Wilderblood Guild- A Norran mercenary company with long ties back to the old ages, the Wilderbloods pride themselves on being a family, bound together not by bonds of familial love, but of boiling blood. The Wilderbloods embrace the barbarian tradition of the berserker, gaining immense strength and power in combat by driving themselves into a frenzy they call "The Red Haze". Valorous to the point of being foolhardy, the Wilderblood Guild will only take on jobs that involve overwhelming odds or extremely dangerous foes. They charge modestly, seeking the challenge more than the reward. Their guild hall is located in the Norran city of Cloudsdell. (Characters with this background would be well suited by playing as a Human or Dwarf Barbarian, Berseker path.)
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The Caerilian Imperial Academy of Magecraft- The largest and arguably most well-respected formal academy of the magical arts. Located in the Caerilian capitol of Chroma, the Academy is a scholar's dream, having an incredible library full of tomes and spell-books, a huge campus with incredible facilities, and a staff comprised of some of the most advanced mages and scholars in the world. The Academy is concerned primarily with the education of students in all things magical, with a focus on the arcane in particular.
Having a degree from the Imperial Academy is a point of great distinction for a magic-caster, and while there is no "one standard" for mages, the Academy prides itself on the fact that the general populace regards Academy graduates as a cut above. The coveted J.W., or Journeyman of Wizardry degree, is what most graduates leave with, and when people think of the Academy, they usually think of robed students carrying piles of books, rushing to and from classrooms.
Since wizardry involves a variety of different sub-types and schools, there are different cognates within the J.W. program. For example, a wizard who functions as a court mage to a high-ranking nobleman might have a strong use for divination magic, and thus a J.W in Divination is probably the degree that he holds.
Being the home of much of Atollamu's magical knowledge, there are courses of study in a wide variety of magical traditions and paths, including:
-The Imperial College of Bardic Lore, a school for bards that study and learn magical lore and ancient historical tales. The College combines musical and magical study, culminating in a JL degree, or Journeyman of Lore, which can help a lore-focused bard gain employment in a variety of scholarly fields.
-The Imperial Seminary, a formal education for clergy of all the Celestials. Clerics and Paladins have different courses of study, and while most Clerics and Paladins have received their training at a temple or compound, the Imperial Seminary is decently well-respected among priests of all deities. Fey lord worship being questionable and semi-taboo, there currently exists no program dealing with these dangerous outsiders. Clergy graduate with a J.D., or Journeyman of Divinity in either Priest/Priestess-hood, or instead of a degree, Paladins earn their Crest, a formal recognition of their training under a temple/institutional instructor.
-While there are no formal degrees in druid or ranger magic, as these forms of magic are incredibly hard to learn in a classroom environment, there are courses of study available to students of any degree path that take time to focus on and analyze these disciplines. Also of note are research labs that seek to quantify and study sorcerers, mages whose magic is inborn and wild. Warlocks, whose magical powers come primarily from very disreputable sources, are also not given a course of their own, though they are mentioned and lectured on.
-Many of the general education classes at the Academy include classes on history, literature, etiquette, logic, mathematics, art, and other courtly pursuits. While the Academy claims that such courses are designed to help magic users fit in with/be suited for positions in high society, it is known that some sons and daughters of various nobles are sent to take classes in these mundane areas, even if they show no hint of magic talent whatsoever.
The Academy is well-guarded, as there is magic contained within its walls that could level a city, possibly even a nation. In addition to the staff, who are almost all competent spell-casters, the Academy has a guard staff comprised of Spellblades, armored fighters who can cast a modest amount of spells. While some say that the high elves were the originators of weaving spells into swordplay and have perfected the art, these spell slingers take pride in their craft, choosing to wield heavy flanged maces as their primary weapons.
(There are many different character concepts that can be taken from this group. Wizards, Clerics, Bards with the College of Lore specialization, and Fighters with the Eldritch Knight specialization are all likely candidates to have come from a place like the Academy, with likely races being Humans, High Elves, Half-Elves, Halflings, and Dragonborn. That said, any race can be any class, so feel free to be creative.)
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Celestial Temples- There are numerous temples dedicated to each of the nine Celestial deities, approaching the hundreds if you tried to count them all. There are even some lesser-known, more secretive temples known as Shrines that are dedicated to Fey lords, strange beings beyond mortal comprehension, in an attempt to curry their favor. Here are some of the most well known temples:
-The Pyrochronium: Since most Dracilonians see Toshka as the leader of the Celestial pantheon, the Pyrochronium is naturally located in Glassiga, the capitol city. A giant pyramid with time and fire related motifs, the interior is constantly filled with smoky incense. Clerics of Toshka maintain a system of complicated hourglasses that can tell time anywhere in Atollamu, and at the heart of the temple is an always-burning alter called the Forever Fire. An aspect of Toshka is said to have lit the Forever Fire a millennia ago with his breath at the consecration of the temple a thousand years ago, and it has not gone out since. Even during the Moggish Incursion 110 years ago, when a group of Mogg cultists rushed the temple in an attempt to put out the Forever Fire, no matter what spells they tried using to extinguish the alter, it kept burning brighter, and brighter.
People pray at the Pyrochronium when they have a time-sensitive or time related request to make of the Father of Dragons. Some mages who highly favor fire-element spells may also make occasional supplication at his temples, hoping that he makes their flames burn brighter. Clerics of Toshka tend to be passionate and direct, focusing much of their efforts on what they consider "the big picture": keeping peace between the various nations, and raising awareness of their deity as far and wide as possible.
-The Garden: Located just within the borders of the Emerald Sea, Kyra's largest center of worship is, fittingly, outdoors. Many clerics of Kyra are in some way also connected to nature, either working the land in their day jobs, or by functioning as priests through the path of druidry. The Garden is an incredibly vivid and wild place, and no objects fashioned of metal are allowed within the hedges that border the area. Carefully tended, yet unable to be categorized as tamed, the Garden's vegetation is comprised of amazingly beautiful and exotic plants, many of whom are deadly poisonous. Some are even sentient plants. Clerics of Kyra often serve the domain of Life, channeling the power that nature uses to give life in order to restore life to those in need. The grand majority of paladins who follow the Oath of the Ancients are followers of Kyra, glorifying her life-giving abilities. At the center of the garden is a tree that is said to be the oldest tree in all creation, the Arbor Eterna. It is immense, large enough to house a sizable amount of pilgrims who set up hammocks in its boughs, to sleep in its shade and receive visions from Kyra.
-The First Exchange of Zoltar: Zoltar, who is credited with the creation of the dwarves, naturally sees his largest center of worship centered in the underground Dwarven city of Aeducan, under the Frosted Peaks in Norra. Zoltar is primarily concerned with trade and commerce, and his main temple is well-suited to this. It doubles as the national bank of the dwarven people, and the clergy are accomplished economists and bankers as well as priests. Wise financial decisions are rewarded by the clergy with blessings and chants, but poor financial decisions and unfair trades are often met with a lecture or a blunt rebuke from a priest of Zoltar. The First Banker, often the oldest and most senior priest in the temple, also keeps the First Codex of Zoltar, an ancient tome said to have been penned by the Celestial himself. Within are many practical designs for buildings and guidelines for laws, all essential for creating an efficient city. Many copies have been made for the convenience of all worshippers, but the First Banker is said to retain the original, and passes it down from generation to generation.
-The Zenith: On the far-flung isle of Summerpoint lies a small shrine on a tall spire called the Zenith. As opposed to many of the other, more academically oriented temples to Juliar, the Zenith is the holiest place in the legends of the First Mage, claiming that this ancient tower's peak is the place where Juliar revealed the secrets of magic to his original disciples, the first high elves. It is said that if a mage sits at the Zenith and through logic and reason, unlocks within his mind one of the mysteries of the universe, that Juliar will reveal to that mage the secret of the Third Eye. The Third Eye is supposedly a magical blessing, though its powers and even its existence are in question.
-Crypterra: In eastern Jorrar, priests of Arkon have erected a fortress of sorts called Crypterra. This fortress has a two-fold function: To provide a place for dead heroes throughout history to rest in glory, and to have a staging base for organizing hunts for the undead. Clerics and paladins of Arkon, as well as various rangers and fighters, take on the mantle of vampire hunters, werewolf hunters, witchers, hag-hunters, lich-slayers, and seek to root out and destroy all undead/aberrant creatures. They don't get along particularly well with even the most good-aligned warlocks, but there's enough gray in that area for them to not attack them on sight. Running through the temple runs the capitol's life-giving river. Every day at dusk and dawn, the high priest of Arkon recites an incantation, and the river's water becomes holy water for one hour. The holy water remains holy if bottled, but the river itself is not holy after the hour is up.
-Beldandy's Crystal Palace: In Caeril's Imperial capitol of Chroma lies the most glamorous religious structure in the world. Beldandy is the goddess of beauty, art, and pleasure, and her favored structure reflects this. A massive work of glass and marble, the Crystal Palace serves as many things to the citizens of the Capital, having multiple floors. On one floor, an art gallery for acolytes to practice and display their creations. On another floor, a world-class restaurant, with clerics serving as head chefs and bakers, exercising their talents. On yet another, a dance hall, where music and laughter flow like water. On the top floor, the high priestess (all of Beldandy's clergy are female) allows certain pilgrims to gaze into one of the faith's most precious artifact, the Mirror of Still Water. To gaze into the mirror is to see one's truest desire, and knowing one's desires is an excellent way to self-improvement, and enlightenment. However, some go mad knowing that they will never achieve their greatest desire.
-Temple Valorous: Located in the southwest corner of Shinji, the Templar Order of Albain is a group of knights, cavalrymen, paladins, war clerics, and brave warriors of every stripe, who have come together to study, train, and glorify the god of valor. Their headquarters is an ancient fortified temple, named after its founder, the ancient hero Yamato the Valorous (a paladin of Albain who had singlehandedly defeated five hundred assassins who had been hired to slaughter a nobleman.)
Though assaulted over the years by man and monster alike, Temple Valorous has never fallen. The clerics of Albain maintain close ties to the Shinji government, though on paper they are not government sanctioned. The Shinji ideal of honor and courage in battle gels well with the dogma of Albain. Complete with training grounds as well as places for reflection, the temple can be described as a warrior's ideal headquarters. Safeguarded for generations, it is rumored that the high priest of Albain that oversees the Temple guards a trove of weapons that have incredible power. Among them is said to be the fabled Kusanagi, the blade that Yamato wielded against an army.
-The Sten Inquisition: Unlike the other centers of worship on this list, the Inquisition is not a building, or even a fixed location. It is an assembly of priests, acolytes, clerics and paladins, all of whom belong to the clergy of Sten. Referred to by the collective term "Justicars", the Sten Inquisition is a mobile caravan of clergymen, all of whom strive to spread the ideals of Sten throughout the world. Well equipped and protected, the caravan travels through every country, and in every region they are met with mixed reactions.
Nations like Toole, whose majority Halfling population largely see Sten as their chief deity, tend to be welcoming to the Inquisition. The Caerilian and Shinji Empire tend to be rather neutral towards the wanderers, seeing them as little more than moralizing do-gooders. They are less than pleasing to the Dracilonian government, since many of their laws and taxes are considered "unjust" by the clergy, who tend to conflict with local magistrates. All in all, the Inquisition strives to investigate cases of injustice, seek the truth in such matters, provide protection for those too weak to defend themselves, and generally be an advocate for the voiceless.
Sten is widely regarded as the god of luck, and the Inquisition is rumored to have an ulterior motive for traveling across the world: one of Sten's divine relics, supposedly went missing a century ago, one with an extremely mighty and highly random power. In the wrong hands, it could cause nations to topple. Obviously, they have a keen interest in recovering said artifact, though its identity remains a tightly held secret...
-Longhouse chapels of Maya: Located throughout the world, in mostly agrarian areas, longhouse chapels are places where the clergy of Maya provide a place of rest, comfort, and succor to any in need who come their way. Maya's dogma is that of a loving mother, so the priests behave as fathers and mothers to those under their care. A longhouse is a large building, capable of feeding and housing a small village if well stocked. Thus, the poor, abused, sick, and those who need encouragement come to a longhouse for a temporary home. Like a mother, the clergy are kind and hospitable, but they are also firm when they need to be: Each guest at a longhouse is assigned chores as they are able, though the tasks are so widely spread because of the many guests that no one is ever too exhausted by their work. Each night, the priests and priestesses serve dinner in the enormous great hall, and all are welcome to enjoy the day's bounty.
Longhouses' resources have been attacked and abused before, so the church of Maya does maintain a decently sized guard unit to deter difficulties. The chapels are also the most common venue for weddings in the world, as Maya is the goddess of love and family. It is said in folktale that an arrowhead necklace that is blessed by a cleric of Maya is able to point always bear its wearer safely home, as well as eventually lead them to their soulmate.
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The Skalds- A subset of bards who follow the tradition of warrior poets, skalds are daring Norran warriors who are dedicated to experiencing the greatest conflicts and wars in history, and playing a part in the outcome. Skalds can fight as well as any other valorous bard, and their songs and verses serve to not only inspire others to heroism, but to use their voices to pluck at the strands of the Weave, the fabric of reality through which all arcane magic flows.
Where there go Norran warriors, one will almost always see berserkers, shield maidens, and sword thanes, but when a skald is present, there goes a group of heroes. (A character who is a Norran, human bard of the College of Valor specialty is a good fit for this group.)
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Druid Circles- Though their organization is invisible to most outsiders, druids are all part of a society that spans the world, ignoring political borders. All druids are nominally members of this society, though some are so deeply isolated that they have never met any high-ranking members of the society, or participated in a Gathering. Druids recognize one another as brothers and sisters, though like the creatures of the wilds, they occasionally compete with or prey upon one another.
There are two major, decently well known groups called Circles that share certain perspectives on life: the Circle of the Land is comprised of mystics and sages of nature, who meet in ancient glades and stone circles to whisper primal secrets in Druidic. Members of this Circle's magic is influenced by the type of land where they were initiated. The Circle of the Moon are fierce guardians of the wilds, and their Gatherings are held under full moons to share news and trade omens. They revel in the power of shapeshifting, and there is a wild essence to their blood. (Druids of all race and nationality must choose to belong to one of these circles at 3rd level.)
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Pit Dogs- While arenas for gladiatorial combat exist all over Atollamu, there are a few arenas that are "the main event" for professional fighters. The Grand Arena in Chroma, Collos Si'm in Jorrar ' s city of Pocrypha, and The Circus Radiant in Glassiga are three of these big-time arenas. Career gladiators, those who spend their whole lives fighting for coin and glory, come to be known as pit dogs. Not necessarily organized or affiliated with one another, veteran pit dogs nevertheless share a bond of mutual respect, honor, and camaraderie. When not in battle, many of these gladiators are treated like celebrities, and are extremely well-respected in certain countries.
Sometimes, pit dogs are part of teams, either by choice as a guild, or in countries like Dracilon that practice indentured servitude, they are indebted to a citizen and are part of a Stable. There are advantages and disadvantages to both being part of a group, and being a lone wolf. Regardless of how they fight, a true pit dog is known for several things: Developing and being faithful to a gladiator "persona", never breaking that persona in public, always honoring an opponent, even in death or in killing them, and bringing the audience first.
Showmen and fighters, pit dogs are highly unique individuals. (Fighters from many different cultures would be at home with this as part of their background, and the options exist for variety. Was your character a willing gladiator who fought for coin and fame, or the son of a bankrupt merchant who was sold into a pit dog Stable to pay off a family debt?)
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White Crane Monastery- Situated in the northern mountains of Shinji, near the Norran border, lies the White Crane monastery. Like other monastic orders within Shinji, the White Crane monks are dedicated to disciplining themselves in mind, body, and spirit, and are thus able to achieve nigh-superhuman feats. The White Crane practice a martial art known as Open Hand, which focuses strongly on balancing the three pillars of self while learning how to affect change on the world around you.
Each monk goes through several steps on their journey: There is a period of basic training at the temple for 5-7 years, then another 5-7 years of intense, advanced training. After this, the student must go out into the world for at least 3 years, to not only continue honing their skill, but to gain valuable life experience.
At the end of their journey, they may return to the monastery and tell the masters what they have learned. At this stage, they will either be told to go forth into the world once more to reach further enlightenment, be re-trained at the temple if they have lost sight of the basics, or be given the title of master, if they are deemed worthy. (White Crane monk characters are almost all Shinji, and would choose the Open Hand or Sun Soul monk specialty.)
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Shrike Village- Deep in the Shinji heartland, within an extremely dense forest, lies a secret village that will not appear on any government approved map. Shrike Village is home to a group of shinobi warriors, expert martial artists whose abilities lend themselves well to assassination and espionage. The shinobi are largely mercenary, supporting their village and perpetuating their art by accepting contracts from different lords and noble houses all over the world.
Clan leaders, or jonin, will assign journeyman shinobi, or genin, to go out into various parts of the world on challenging missions. There are rumors of other shinobi villages that exist, but shinobi from Shrike Village are staying silent... as always. (Human or elven monks that specialize in the Way of Shadow or Long Death would fit in well from this group.)
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The Open Lotus- A nomadic group of Shinji monks who travel the continent in search of students who show potential, the monks of the Open Lotus are on a mission to heed an ancient prophecy and save the world from the apocalypse. Throughout the years, the Open Lotus has stated that the world is out of balance, and that if left to their own devices, the nations would eventually destroy each other.
They state that unless a mortal can ascend to become an Enlightened One, the wisdom of the gods in human flesh, they will have no one to save the world from the eventual global conflict that is sure to destroy the continent. To this end, they travel far and wide, adopting and accepting students who show prowess in the area of martial arts. The Open Lotus teach students to harness their ki into attacks, and some are capable of limited control over a certain element that speaks to them. (A monk of any race with the Elemental Master specialty or Open Hand would make sense coming from this group.)
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The Order of Saint Eloise- This knightly order has its headquarters in the Caerillian city of Fleur, and they are dedicated to the chivalric values of truth, justice, honor, and mercy. Ever the idyllic "white knights", the Order of St. Eloise honors the patron saint of nobility, Eloise of Caeril, who became the first Empress, Ramona I.
Members of the order honor chivalry above all else, but can be a bit snooty and prideful, boasting of their own piousness and chastity in the face of temptation down dark paths. This can make them predictable, but entertaining nonetheless. They truly do mean well, and many a tale was inspired by these knights in shining armor. (A paladin that follows the Oath of Devotion would fit right in.)
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Scorpion Company Marines- A group of mercenaries that went from being small time enforcers to working as an elite unit of the Jorrari military, Scorpion Company marines are no one to be trifled with. Accustomed to traveling quickly and quietly through the desert, these marines have an advantage in barren wilderness areas, giving them a huge edge over their enemies in such circumstances.
Scorpion Company takes a hostile environment and finds a way to use it as a shield. Some are stationed on ships, and hunt pirates in the western waters. They take their orders directly from the Sultan. (An excellent idea for playing a Ranger or Fighter of any nationality.)
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Thieves Guilds- Though no country or city would admit it, there are thieves' guilds in almost every civilized area on Atollamu. Whether a small-time pickpocketing ring, or a large network of burglars, fences, and other criminals, these guilds operate on the down low most of the time. A word in the right ear and the glint of coin could potentially gain one an audience with such an organization. (Perfect for Thief specialty rogue characters.)
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The Morning Star- Operating out of Dracilon, the Morning Star is an organization of paradoxes. It is a league of assassins, and yet they are a completely legal organization. They are officially sanctioned by the Dracilonian Senate, as well as claiming endorsement from the church of Albain.
If someone wants to hire the Morning Star, they must go through a lengthy process whereby they prove that the offending target is worthy of being put to death, and why they are a net negative in the grand scheme of things. If the Morning Star deliberates that the target is indeed worthy of killing, then they procure a writ of execution from the Dracilonian government, and sent out an agent to accomplish the job.
Within reason, this writ is honored by other nations as well, seeing as how the Morning Star has a reputation for goodness, or at least fairness in how they pick targets. The extent of this diplomatic immunity may fade if the target is of a foreign nobility, thus tensions in the more "corruptible" noble hierarchies grow whenever the Morning Star are in the area. (A good choice for a neutral or good aligned rogue who takes the assassin specialty.)
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Dragonborn Exemplars- When a dragonborn comes of age, they are tested to see if they have any natural draconic magic. Those that do are called Exemplars, and are usually afforded more political and social power than their non-sorcerous peers. Exemplars have more privilege, are sent to better schools, and are generally treated as superior for their whole lives, and thus many cultivate a haughty and prideful attitude, which makes contact with other races an often-times frustrating experience. (Recommended for dragonborn sorcerers with the draconic bloodline specialization.)
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Fey Cults- While most civilized folk in Atollamu worship one or all of the Celestials, it is well known that the fey lords have power and influence as well. Those who feel like they have an affinity with a specific fey lord, owe them something, or desire that lord's powers may be part of a fey cult devoted to that lord. The various cults are almost all secret, and they are constantly hunted by paladins and good-aligned clerics. Depending on the fey lord, their goals and powers are wildly varying. (Doable for any race, either as a cleric of a particular fey lord, or a warlock.)
This is just some trivia about some various people groups/organizations in the world of Atollamu. This information can be used as background in creating a character, or just as story fluff. In fact, some factions you may meet as allies, some as enemies, and some you may never interact with at all.
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The Greenstripe Tribe- A tribe of humans that most civilized folk would call "barbarians", this people group is largely isolated from the outside world. They are nomadic, and roam the wide plains of the Emerald Sea, traveling with the herds of animals that they hunt and tend to. They are largely shamanistic, and honor the spirits of nature that they believe guide their tribe towards harmony with the world. Strong warriors, proud but sage until provoked, the Greenstripe have little patience for new technologies, deciding that the old ways are generally the best. They aren't automatically hostile to outsiders, and in fact, some elven missionaries of Kyra have embedded themselves within the tribe, and are trying to convert them to Celestial worship. For their part, most Greenstripe who have heard of Kyra acknowledge her part in creation, but many still primarily worship the spirits of nature that she has created. (Characters with this background would be well suited by playing as a Human Barbarian, Totem Warrior path.)
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The Wilderblood Guild- A Norran mercenary company with long ties back to the old ages, the Wilderbloods pride themselves on being a family, bound together not by bonds of familial love, but of boiling blood. The Wilderbloods embrace the barbarian tradition of the berserker, gaining immense strength and power in combat by driving themselves into a frenzy they call "The Red Haze". Valorous to the point of being foolhardy, the Wilderblood Guild will only take on jobs that involve overwhelming odds or extremely dangerous foes. They charge modestly, seeking the challenge more than the reward. Their guild hall is located in the Norran city of Cloudsdell. (Characters with this background would be well suited by playing as a Human or Dwarf Barbarian, Berseker path.)
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The Caerilian Imperial Academy of Magecraft- The largest and arguably most well-respected formal academy of the magical arts. Located in the Caerilian capitol of Chroma, the Academy is a scholar's dream, having an incredible library full of tomes and spell-books, a huge campus with incredible facilities, and a staff comprised of some of the most advanced mages and scholars in the world. The Academy is concerned primarily with the education of students in all things magical, with a focus on the arcane in particular.
Having a degree from the Imperial Academy is a point of great distinction for a magic-caster, and while there is no "one standard" for mages, the Academy prides itself on the fact that the general populace regards Academy graduates as a cut above. The coveted J.W., or Journeyman of Wizardry degree, is what most graduates leave with, and when people think of the Academy, they usually think of robed students carrying piles of books, rushing to and from classrooms.
Since wizardry involves a variety of different sub-types and schools, there are different cognates within the J.W. program. For example, a wizard who functions as a court mage to a high-ranking nobleman might have a strong use for divination magic, and thus a J.W in Divination is probably the degree that he holds.
Being the home of much of Atollamu's magical knowledge, there are courses of study in a wide variety of magical traditions and paths, including:
-The Imperial College of Bardic Lore, a school for bards that study and learn magical lore and ancient historical tales. The College combines musical and magical study, culminating in a JL degree, or Journeyman of Lore, which can help a lore-focused bard gain employment in a variety of scholarly fields.
-The Imperial Seminary, a formal education for clergy of all the Celestials. Clerics and Paladins have different courses of study, and while most Clerics and Paladins have received their training at a temple or compound, the Imperial Seminary is decently well-respected among priests of all deities. Fey lord worship being questionable and semi-taboo, there currently exists no program dealing with these dangerous outsiders. Clergy graduate with a J.D., or Journeyman of Divinity in either Priest/Priestess-hood, or instead of a degree, Paladins earn their Crest, a formal recognition of their training under a temple/institutional instructor.
-While there are no formal degrees in druid or ranger magic, as these forms of magic are incredibly hard to learn in a classroom environment, there are courses of study available to students of any degree path that take time to focus on and analyze these disciplines. Also of note are research labs that seek to quantify and study sorcerers, mages whose magic is inborn and wild. Warlocks, whose magical powers come primarily from very disreputable sources, are also not given a course of their own, though they are mentioned and lectured on.
-Many of the general education classes at the Academy include classes on history, literature, etiquette, logic, mathematics, art, and other courtly pursuits. While the Academy claims that such courses are designed to help magic users fit in with/be suited for positions in high society, it is known that some sons and daughters of various nobles are sent to take classes in these mundane areas, even if they show no hint of magic talent whatsoever.
The Academy is well-guarded, as there is magic contained within its walls that could level a city, possibly even a nation. In addition to the staff, who are almost all competent spell-casters, the Academy has a guard staff comprised of Spellblades, armored fighters who can cast a modest amount of spells. While some say that the high elves were the originators of weaving spells into swordplay and have perfected the art, these spell slingers take pride in their craft, choosing to wield heavy flanged maces as their primary weapons.
(There are many different character concepts that can be taken from this group. Wizards, Clerics, Bards with the College of Lore specialization, and Fighters with the Eldritch Knight specialization are all likely candidates to have come from a place like the Academy, with likely races being Humans, High Elves, Half-Elves, Halflings, and Dragonborn. That said, any race can be any class, so feel free to be creative.)
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Celestial Temples- There are numerous temples dedicated to each of the nine Celestial deities, approaching the hundreds if you tried to count them all. There are even some lesser-known, more secretive temples known as Shrines that are dedicated to Fey lords, strange beings beyond mortal comprehension, in an attempt to curry their favor. Here are some of the most well known temples:
-The Pyrochronium: Since most Dracilonians see Toshka as the leader of the Celestial pantheon, the Pyrochronium is naturally located in Glassiga, the capitol city. A giant pyramid with time and fire related motifs, the interior is constantly filled with smoky incense. Clerics of Toshka maintain a system of complicated hourglasses that can tell time anywhere in Atollamu, and at the heart of the temple is an always-burning alter called the Forever Fire. An aspect of Toshka is said to have lit the Forever Fire a millennia ago with his breath at the consecration of the temple a thousand years ago, and it has not gone out since. Even during the Moggish Incursion 110 years ago, when a group of Mogg cultists rushed the temple in an attempt to put out the Forever Fire, no matter what spells they tried using to extinguish the alter, it kept burning brighter, and brighter.
People pray at the Pyrochronium when they have a time-sensitive or time related request to make of the Father of Dragons. Some mages who highly favor fire-element spells may also make occasional supplication at his temples, hoping that he makes their flames burn brighter. Clerics of Toshka tend to be passionate and direct, focusing much of their efforts on what they consider "the big picture": keeping peace between the various nations, and raising awareness of their deity as far and wide as possible.
-The Garden: Located just within the borders of the Emerald Sea, Kyra's largest center of worship is, fittingly, outdoors. Many clerics of Kyra are in some way also connected to nature, either working the land in their day jobs, or by functioning as priests through the path of druidry. The Garden is an incredibly vivid and wild place, and no objects fashioned of metal are allowed within the hedges that border the area. Carefully tended, yet unable to be categorized as tamed, the Garden's vegetation is comprised of amazingly beautiful and exotic plants, many of whom are deadly poisonous. Some are even sentient plants. Clerics of Kyra often serve the domain of Life, channeling the power that nature uses to give life in order to restore life to those in need. The grand majority of paladins who follow the Oath of the Ancients are followers of Kyra, glorifying her life-giving abilities. At the center of the garden is a tree that is said to be the oldest tree in all creation, the Arbor Eterna. It is immense, large enough to house a sizable amount of pilgrims who set up hammocks in its boughs, to sleep in its shade and receive visions from Kyra.
-The First Exchange of Zoltar: Zoltar, who is credited with the creation of the dwarves, naturally sees his largest center of worship centered in the underground Dwarven city of Aeducan, under the Frosted Peaks in Norra. Zoltar is primarily concerned with trade and commerce, and his main temple is well-suited to this. It doubles as the national bank of the dwarven people, and the clergy are accomplished economists and bankers as well as priests. Wise financial decisions are rewarded by the clergy with blessings and chants, but poor financial decisions and unfair trades are often met with a lecture or a blunt rebuke from a priest of Zoltar. The First Banker, often the oldest and most senior priest in the temple, also keeps the First Codex of Zoltar, an ancient tome said to have been penned by the Celestial himself. Within are many practical designs for buildings and guidelines for laws, all essential for creating an efficient city. Many copies have been made for the convenience of all worshippers, but the First Banker is said to retain the original, and passes it down from generation to generation.
-The Zenith: On the far-flung isle of Summerpoint lies a small shrine on a tall spire called the Zenith. As opposed to many of the other, more academically oriented temples to Juliar, the Zenith is the holiest place in the legends of the First Mage, claiming that this ancient tower's peak is the place where Juliar revealed the secrets of magic to his original disciples, the first high elves. It is said that if a mage sits at the Zenith and through logic and reason, unlocks within his mind one of the mysteries of the universe, that Juliar will reveal to that mage the secret of the Third Eye. The Third Eye is supposedly a magical blessing, though its powers and even its existence are in question.
-Crypterra: In eastern Jorrar, priests of Arkon have erected a fortress of sorts called Crypterra. This fortress has a two-fold function: To provide a place for dead heroes throughout history to rest in glory, and to have a staging base for organizing hunts for the undead. Clerics and paladins of Arkon, as well as various rangers and fighters, take on the mantle of vampire hunters, werewolf hunters, witchers, hag-hunters, lich-slayers, and seek to root out and destroy all undead/aberrant creatures. They don't get along particularly well with even the most good-aligned warlocks, but there's enough gray in that area for them to not attack them on sight. Running through the temple runs the capitol's life-giving river. Every day at dusk and dawn, the high priest of Arkon recites an incantation, and the river's water becomes holy water for one hour. The holy water remains holy if bottled, but the river itself is not holy after the hour is up.
-Beldandy's Crystal Palace: In Caeril's Imperial capitol of Chroma lies the most glamorous religious structure in the world. Beldandy is the goddess of beauty, art, and pleasure, and her favored structure reflects this. A massive work of glass and marble, the Crystal Palace serves as many things to the citizens of the Capital, having multiple floors. On one floor, an art gallery for acolytes to practice and display their creations. On another floor, a world-class restaurant, with clerics serving as head chefs and bakers, exercising their talents. On yet another, a dance hall, where music and laughter flow like water. On the top floor, the high priestess (all of Beldandy's clergy are female) allows certain pilgrims to gaze into one of the faith's most precious artifact, the Mirror of Still Water. To gaze into the mirror is to see one's truest desire, and knowing one's desires is an excellent way to self-improvement, and enlightenment. However, some go mad knowing that they will never achieve their greatest desire.
-Temple Valorous: Located in the southwest corner of Shinji, the Templar Order of Albain is a group of knights, cavalrymen, paladins, war clerics, and brave warriors of every stripe, who have come together to study, train, and glorify the god of valor. Their headquarters is an ancient fortified temple, named after its founder, the ancient hero Yamato the Valorous (a paladin of Albain who had singlehandedly defeated five hundred assassins who had been hired to slaughter a nobleman.)
Though assaulted over the years by man and monster alike, Temple Valorous has never fallen. The clerics of Albain maintain close ties to the Shinji government, though on paper they are not government sanctioned. The Shinji ideal of honor and courage in battle gels well with the dogma of Albain. Complete with training grounds as well as places for reflection, the temple can be described as a warrior's ideal headquarters. Safeguarded for generations, it is rumored that the high priest of Albain that oversees the Temple guards a trove of weapons that have incredible power. Among them is said to be the fabled Kusanagi, the blade that Yamato wielded against an army.
-The Sten Inquisition: Unlike the other centers of worship on this list, the Inquisition is not a building, or even a fixed location. It is an assembly of priests, acolytes, clerics and paladins, all of whom belong to the clergy of Sten. Referred to by the collective term "Justicars", the Sten Inquisition is a mobile caravan of clergymen, all of whom strive to spread the ideals of Sten throughout the world. Well equipped and protected, the caravan travels through every country, and in every region they are met with mixed reactions.
Nations like Toole, whose majority Halfling population largely see Sten as their chief deity, tend to be welcoming to the Inquisition. The Caerilian and Shinji Empire tend to be rather neutral towards the wanderers, seeing them as little more than moralizing do-gooders. They are less than pleasing to the Dracilonian government, since many of their laws and taxes are considered "unjust" by the clergy, who tend to conflict with local magistrates. All in all, the Inquisition strives to investigate cases of injustice, seek the truth in such matters, provide protection for those too weak to defend themselves, and generally be an advocate for the voiceless.
Sten is widely regarded as the god of luck, and the Inquisition is rumored to have an ulterior motive for traveling across the world: one of Sten's divine relics, supposedly went missing a century ago, one with an extremely mighty and highly random power. In the wrong hands, it could cause nations to topple. Obviously, they have a keen interest in recovering said artifact, though its identity remains a tightly held secret...
-Longhouse chapels of Maya: Located throughout the world, in mostly agrarian areas, longhouse chapels are places where the clergy of Maya provide a place of rest, comfort, and succor to any in need who come their way. Maya's dogma is that of a loving mother, so the priests behave as fathers and mothers to those under their care. A longhouse is a large building, capable of feeding and housing a small village if well stocked. Thus, the poor, abused, sick, and those who need encouragement come to a longhouse for a temporary home. Like a mother, the clergy are kind and hospitable, but they are also firm when they need to be: Each guest at a longhouse is assigned chores as they are able, though the tasks are so widely spread because of the many guests that no one is ever too exhausted by their work. Each night, the priests and priestesses serve dinner in the enormous great hall, and all are welcome to enjoy the day's bounty.
Longhouses' resources have been attacked and abused before, so the church of Maya does maintain a decently sized guard unit to deter difficulties. The chapels are also the most common venue for weddings in the world, as Maya is the goddess of love and family. It is said in folktale that an arrowhead necklace that is blessed by a cleric of Maya is able to point always bear its wearer safely home, as well as eventually lead them to their soulmate.
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The Skalds- A subset of bards who follow the tradition of warrior poets, skalds are daring Norran warriors who are dedicated to experiencing the greatest conflicts and wars in history, and playing a part in the outcome. Skalds can fight as well as any other valorous bard, and their songs and verses serve to not only inspire others to heroism, but to use their voices to pluck at the strands of the Weave, the fabric of reality through which all arcane magic flows.
Where there go Norran warriors, one will almost always see berserkers, shield maidens, and sword thanes, but when a skald is present, there goes a group of heroes. (A character who is a Norran, human bard of the College of Valor specialty is a good fit for this group.)
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Druid Circles- Though their organization is invisible to most outsiders, druids are all part of a society that spans the world, ignoring political borders. All druids are nominally members of this society, though some are so deeply isolated that they have never met any high-ranking members of the society, or participated in a Gathering. Druids recognize one another as brothers and sisters, though like the creatures of the wilds, they occasionally compete with or prey upon one another.
There are two major, decently well known groups called Circles that share certain perspectives on life: the Circle of the Land is comprised of mystics and sages of nature, who meet in ancient glades and stone circles to whisper primal secrets in Druidic. Members of this Circle's magic is influenced by the type of land where they were initiated. The Circle of the Moon are fierce guardians of the wilds, and their Gatherings are held under full moons to share news and trade omens. They revel in the power of shapeshifting, and there is a wild essence to their blood. (Druids of all race and nationality must choose to belong to one of these circles at 3rd level.)
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Pit Dogs- While arenas for gladiatorial combat exist all over Atollamu, there are a few arenas that are "the main event" for professional fighters. The Grand Arena in Chroma, Collos Si'm in Jorrar ' s city of Pocrypha, and The Circus Radiant in Glassiga are three of these big-time arenas. Career gladiators, those who spend their whole lives fighting for coin and glory, come to be known as pit dogs. Not necessarily organized or affiliated with one another, veteran pit dogs nevertheless share a bond of mutual respect, honor, and camaraderie. When not in battle, many of these gladiators are treated like celebrities, and are extremely well-respected in certain countries.
Sometimes, pit dogs are part of teams, either by choice as a guild, or in countries like Dracilon that practice indentured servitude, they are indebted to a citizen and are part of a Stable. There are advantages and disadvantages to both being part of a group, and being a lone wolf. Regardless of how they fight, a true pit dog is known for several things: Developing and being faithful to a gladiator "persona", never breaking that persona in public, always honoring an opponent, even in death or in killing them, and bringing the audience first.
Showmen and fighters, pit dogs are highly unique individuals. (Fighters from many different cultures would be at home with this as part of their background, and the options exist for variety. Was your character a willing gladiator who fought for coin and fame, or the son of a bankrupt merchant who was sold into a pit dog Stable to pay off a family debt?)
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White Crane Monastery- Situated in the northern mountains of Shinji, near the Norran border, lies the White Crane monastery. Like other monastic orders within Shinji, the White Crane monks are dedicated to disciplining themselves in mind, body, and spirit, and are thus able to achieve nigh-superhuman feats. The White Crane practice a martial art known as Open Hand, which focuses strongly on balancing the three pillars of self while learning how to affect change on the world around you.
Each monk goes through several steps on their journey: There is a period of basic training at the temple for 5-7 years, then another 5-7 years of intense, advanced training. After this, the student must go out into the world for at least 3 years, to not only continue honing their skill, but to gain valuable life experience.
At the end of their journey, they may return to the monastery and tell the masters what they have learned. At this stage, they will either be told to go forth into the world once more to reach further enlightenment, be re-trained at the temple if they have lost sight of the basics, or be given the title of master, if they are deemed worthy. (White Crane monk characters are almost all Shinji, and would choose the Open Hand or Sun Soul monk specialty.)
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Shrike Village- Deep in the Shinji heartland, within an extremely dense forest, lies a secret village that will not appear on any government approved map. Shrike Village is home to a group of shinobi warriors, expert martial artists whose abilities lend themselves well to assassination and espionage. The shinobi are largely mercenary, supporting their village and perpetuating their art by accepting contracts from different lords and noble houses all over the world.
Clan leaders, or jonin, will assign journeyman shinobi, or genin, to go out into various parts of the world on challenging missions. There are rumors of other shinobi villages that exist, but shinobi from Shrike Village are staying silent... as always. (Human or elven monks that specialize in the Way of Shadow or Long Death would fit in well from this group.)
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The Open Lotus- A nomadic group of Shinji monks who travel the continent in search of students who show potential, the monks of the Open Lotus are on a mission to heed an ancient prophecy and save the world from the apocalypse. Throughout the years, the Open Lotus has stated that the world is out of balance, and that if left to their own devices, the nations would eventually destroy each other.
They state that unless a mortal can ascend to become an Enlightened One, the wisdom of the gods in human flesh, they will have no one to save the world from the eventual global conflict that is sure to destroy the continent. To this end, they travel far and wide, adopting and accepting students who show prowess in the area of martial arts. The Open Lotus teach students to harness their ki into attacks, and some are capable of limited control over a certain element that speaks to them. (A monk of any race with the Elemental Master specialty or Open Hand would make sense coming from this group.)
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The Order of Saint Eloise- This knightly order has its headquarters in the Caerillian city of Fleur, and they are dedicated to the chivalric values of truth, justice, honor, and mercy. Ever the idyllic "white knights", the Order of St. Eloise honors the patron saint of nobility, Eloise of Caeril, who became the first Empress, Ramona I.
Members of the order honor chivalry above all else, but can be a bit snooty and prideful, boasting of their own piousness and chastity in the face of temptation down dark paths. This can make them predictable, but entertaining nonetheless. They truly do mean well, and many a tale was inspired by these knights in shining armor. (A paladin that follows the Oath of Devotion would fit right in.)
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Scorpion Company Marines- A group of mercenaries that went from being small time enforcers to working as an elite unit of the Jorrari military, Scorpion Company marines are no one to be trifled with. Accustomed to traveling quickly and quietly through the desert, these marines have an advantage in barren wilderness areas, giving them a huge edge over their enemies in such circumstances.
Scorpion Company takes a hostile environment and finds a way to use it as a shield. Some are stationed on ships, and hunt pirates in the western waters. They take their orders directly from the Sultan. (An excellent idea for playing a Ranger or Fighter of any nationality.)
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Thieves Guilds- Though no country or city would admit it, there are thieves' guilds in almost every civilized area on Atollamu. Whether a small-time pickpocketing ring, or a large network of burglars, fences, and other criminals, these guilds operate on the down low most of the time. A word in the right ear and the glint of coin could potentially gain one an audience with such an organization. (Perfect for Thief specialty rogue characters.)
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The Morning Star- Operating out of Dracilon, the Morning Star is an organization of paradoxes. It is a league of assassins, and yet they are a completely legal organization. They are officially sanctioned by the Dracilonian Senate, as well as claiming endorsement from the church of Albain.
If someone wants to hire the Morning Star, they must go through a lengthy process whereby they prove that the offending target is worthy of being put to death, and why they are a net negative in the grand scheme of things. If the Morning Star deliberates that the target is indeed worthy of killing, then they procure a writ of execution from the Dracilonian government, and sent out an agent to accomplish the job.
Within reason, this writ is honored by other nations as well, seeing as how the Morning Star has a reputation for goodness, or at least fairness in how they pick targets. The extent of this diplomatic immunity may fade if the target is of a foreign nobility, thus tensions in the more "corruptible" noble hierarchies grow whenever the Morning Star are in the area. (A good choice for a neutral or good aligned rogue who takes the assassin specialty.)
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Dragonborn Exemplars- When a dragonborn comes of age, they are tested to see if they have any natural draconic magic. Those that do are called Exemplars, and are usually afforded more political and social power than their non-sorcerous peers. Exemplars have more privilege, are sent to better schools, and are generally treated as superior for their whole lives, and thus many cultivate a haughty and prideful attitude, which makes contact with other races an often-times frustrating experience. (Recommended for dragonborn sorcerers with the draconic bloodline specialization.)
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Fey Cults- While most civilized folk in Atollamu worship one or all of the Celestials, it is well known that the fey lords have power and influence as well. Those who feel like they have an affinity with a specific fey lord, owe them something, or desire that lord's powers may be part of a fey cult devoted to that lord. The various cults are almost all secret, and they are constantly hunted by paladins and good-aligned clerics. Depending on the fey lord, their goals and powers are wildly varying. (Doable for any race, either as a cleric of a particular fey lord, or a warlock.)