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 Organisations et religions

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AuteurMessage
J-F

J-F


Nombre de messages : 1189
Age : 38
Localisation : Mon antre obscure
Date d'inscription : 27/08/2006

Organisations et religions Empty
MessageSujet: Organisations et religions   Organisations et religions Icon_minitimeVen 8 Aoû 2008 - 14:51

Organisation ressources is the limit of items that the organisation can buy/sell. Every ''chapter house'' varies of course, but this is a general guideline.

Favored class is what people are most likely to be in the organisation.

Average level is what people in the organisation are most likely to be at, if you look at the witch hunters, you'll notice you are slightly above average, we will assume you guys did 2 mission together already, if that is cool with you guys. I will give you details of those missions later.

For now, enjoy my wonderous creativity (I appologise for any sort of copyright infringement that people may feel I am doing, I get inspired by a lot of different works here, and this is my first time actually making a world from scratch, I'll maybe dawdle a map later on.)

MAJOR ORGANISATIONS

Harren'daen'kar
The witch-hunters.

an organisation totally devoted to the eradication of sorcerers, hostile monsters, and other atrocities of this world.
Think a bit like the anime claymore.
basically, races that are accepted vary by kingdom, but are mostly the following:

Humans
Elves
Dwarves
Half-elves
Halflings
Gnomes

Any other races is mostly ostracised

However, Harren'daen'kar is an organisation that uses ''monstrous races'' against other monsters. They see clearly that not every monster is evil, and that when they see the light, they can be very useful in quelling down ''hostiles'' .

The uniform is a black clinging ''kimono style'' suit, with a brown long flowing trench coat over it. The whole thing is completed by a red scarf. the badge is usually on the arms.

Organisation ressources: 15 000 gp limit

Members: 300 in your starting kingdom

Average level: 8

Favored Class: Occult Slayer, Witch hunter



Daed’s Faen’din Was

The pathfinder guild

This guild is the guys you go to when you need to go somewhere and you’re not an adventurer.

The pathfinder guild is an organisation devoted to the finding and maintaining of safe ways between villages, towns, cities, and kingdoms.

Merchants will rarely go from someplace to another without paying the pathfinder guild’s fare for safe travel. Those who do not are most of the time dead. Stories of merchant’s who survived without paying pathfinder guild fares are more urban legends than fact.

Organisation Ressources: 10 000 gp limit

Members: 500 in your starting kingdom

Average level: 6

Favored Class: Ranger, wayfarer guide


The church of Ten

The church of ten is a relatively new religion (about 300 years old) that has sprouted in the cities and villages. They worship a pantheon of 10 different gods, each one an aspect of life.

Here are the aspects:
Beajon the fool: Pleasure, leisure, vacations
Kardos the stalwart: Protection, guards, warriors
Quenti the righteous: Light, healing, life
Peros the stern: Justice, duty, honor
Kistkeros the subtle: thievery, rogues, lies, shadows
Gro’ktar the grim: Death
Chaltes the gentle: Harvests, crops, mothers, children
Beorn the mad: fury, anger, destructive forces
Herstad the sturdy: Fathers, work, children
Geostan the builder: Craftsman, construction, inventions


The church of ten has sprouted into the heart and mind of most villagers and peasants. You embrace the 10 when you are a simple worshiper, priests devote themselves to one particular god of their pantheon.

Members: 250 priests and clerics, several thousand believers

Organisation resources: Spellcasters up to level 13 (althought the higher ups are rare) 1000 gp

Average Level: 1-2

Favored Class: Commoner, Artisan, Adept, Cleric


The believers of teo’nat

Teo’nat is not, as one might think, an entity in itself, it is more accurately a way of life.

Teo’ nat is an ancient high-elven word to say both peace and oneness (sorta) in the same word.

The believers of Teo’nat follow ancient traditions that lead to inner peace, outer peace, and oneness with the rest of the world.

Most elves will follow this way, as do some dwarves. Shorter lived races tend to lack the patience to completely understand Teo’nat and it’s implications.

There has been some clashes between the church of ten and the believers of Teo’nat, clerics of the ten mostly shouted at elves that their way were wrong, and were very politely ignored.

Cult ways include meditation, contemplation, ritual movements that promote harmony in the body (think tai chi) and communal songs.

It is said that in some cases, several people spontaneously started singing at the same time, and no one found that strange, for such is the spirit of Teo’nat

Organisation Ressources: Varies

Members: Several Thousands in Athenicia and Kordenia, a couple of hundreds in other kingdoms.

Average Level: 1-20

Favored class: any, but most psions are believers of Teo’nat


The followers of the way

The deadly martial adepts of the colleges of the way are the prominent fighting force in this world. A skilled adept can tear apart entire armies, and perform feats that no one thought possible, without resorting to that charlatan’s trick they call magic.

The way is a school of thought that promotes belief in one’s self, belief that power comes from within, and never from without. Follower’s of the way are thus most of the time considered selfish, arrogant and egocentric, but they know that it is this supreme confidence that can make the difference between life or death on the battlefield. And to follow the way is to survive.

Every nation has at least one college of the way, if not several, and most adepts are either elite forces, or commanders in armies. No organisation is more prized, and they know it.

Basically, martial adepts of the way hold the big end of the stick, and they know it.

Organisation resources: 100 000 gp (have to be a member )

Members: about 2000 by kingdom

Average Level: 7

Favored class: Swordsage, Warblade (DUH!)


The cult of the betrayers

When the world was made, the creators were happy, and blessed their creation with peace, knowledge and happiness. But one of them, kestash the betrayer, struck them a deadly blow. For centuries he had perverted and twisted life to his own perverse needs, creating masses and masses of deadly monsters and unholy abominations. Amassing his followers among the lesser creators and all his monsters, he struck a deadly blow against his brothers, and almost killed them all. At the same time, It is believed (mostly by the church of ten) that the remaining creators are the ten aspects of the church of ten.

In their despair, the creators cursed kestash and his followers to never again influence the world, that they could do it only through their believers, the deadly monsters. Ever since that time, the world has been mostly dominated in population by the deadly beasts kestash had created.

Most monsters are part of the cult of the betrayers, althought some of them are not.

The three major betrayers are the following:
Kestash the betrayer: Maker of monstrous humanoids and giants, the chief betrayer.

Sartok the unholy: Creator of the first necromantic magics, patron of undeads

Bilvesas the twisted: Maker of abominations, it is believed that sorcerers among human and other populations are ‘’touched by Bilvesas’’

Members: unknown (another thing I could have written here is: too much)

Organisation resources: unknown

Average level: Unknown

Favored class: Unknown


The sect of the five way rune.

These people pray to magic, believe in magic, it is their lover, their shield, their sword, their sole purpose in life. They revere the entirety of magic, although no one is sure if it has a conscience, a patron, or where it came from. What IS sure, is that priests of the five way rune (the name for magic in this world) do gain cleric spells, and impressive powers over magic in this world.

Most mages are faithful of the five way rune, although that is not all of them. The kingdom of Keysackra embraces the sect of the five way rune as a majority.

The sect is divided in two circles:
Low circle: this is the circle of students, apprentices, and mid levelled mages, they are the more numerous circle, but are far less powerful than the higher circle. Nevertheless, they carry their business and hope to gain more understanding and knowledge to one day make it to the higher circle

High Circle: Archmages and other very powerful spellcasters make up this circle. You have to be a member of the low circle to gain access to high circle resources and knowledge.

Members:

Low circle: less than a hundred by kingdom, although Keysackrahas several thousand believers.

High circle: about a dozen, maybe less by kingdom. Keysackra has around 100 high circle casters

Organisation Resources:

Low circle: 20 000 gp

High circle: 150 000 gp

Average Level:

Low circle: 1-10

High Circle: 11-20

Favored class: Wizard, Cleric, Dweomerkeeper, Archmage, Mystic theurge, Arcane Disciple.
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