Never before have you met such a diverse mix of people than you have in the Alchemists Guild. You have the power hungry, those thirsty for knowledge, the curious, crazy, and unhinged (this is just one person). Poisoners, potioners and botanists of all abilities, some that simply dabble, and those who throw their entire life into research and creation. There are those who are in it for the explosions, those that are in it for the money, or those that sup their own juices and fund their own addictions.
Alchemists come in all shapes and sizes, and truly, you have rarely met a more ‘interesting’ bunch. But through everything, Alchemists can be summed up in one short quote: “Lunatics! They’re all lunatics!”- Echo, Harts Faction, (Quote from Bards Winter Social January 1116)
The Armourers Guild has two main functions, each of equal importance.
The first is as a combat force, being one of the four martial guilds. The guild composition often leans towards the “heavy” side of the battle, but contains and requires members from all disciplines in order to field an effective fighting force.
The second function of the guild is to oversee and facilitate the creation of all magical items made using the various smithing skills on magical forges. This includes training smiths from across all the factions and the development of new possibilities, either by creation of items previously not thought possible or through new methods of creating existing items by the more scholarly members.
As custodians of Erdreja’s finances the Bank holds the accounts of factions, guilds, groups and individuals; in addition to this the Bank also stores the wills of those who have them. Over several years, the Bank has evolved to also be an established trading post with many good deals being struck, and for some the Bank is the first port of call when looking for an elusive object. The Bank will trade and transact with everyone regardless of race, faction or pattern.
The public face of the Bank consists of the Grandmaster and four Masters, there are several directors who are very rarely seen but who ultimately have the final say on interest rates, trade prices and so on.
In recent times the Bank has been strengthening its relationship with its sister guild, the Casino, and not just by playing Black Jack after the Bank has closed for the day!
Perhaps the most varied in scope of the guilds, the Bards Guild’s key aims are to provide entertainment of all kinds, the preservation of knowledge, freedom of information and expression and the protection of ‘The Word’. Bards can be found in the libraries, town centres, and wilds (though most often in the taverns and alehouses) across Erdreja, eyes and ears always open for information.
The Bards’ Guild obviously has a heavy musical influence and are often seen only as entertainers, but they have skills ranging from the casting and resisting of charms, information gathering, research and even arbitration, with these activities overseen by its four colleges: Scholars, Scribes, Harpers and Entertainers. Each College has its own College Head who report to the Guild Master and Grand Master but all members are encouraged to find their own ways to contribute to the Guild in whatever way suits their talents best.
Seen by some as diversionary establishments for the rich and soon to become poor, Casinos have always served as a place for various peoples and races to meet, trade and chance their skills with other travellers from across Erdreja.
The Casino has always endeavoured to exist as a neutral establishment in servicing the gaming needs of all their valued customers, but over recent years the Casino has also extended an invite to use these ‘Oases of neutrality’ as venues to meet for the greater good of all. It is on behalf of this endeavour that the Casino has been strengthening its bond with the nations of the Heartlands, and in the year 1117 earned the title ‘Casino of the Heartlands’ and with it the rights for the casino to operate as a guild.
Guild Casinos will continue to offer safe and comfortable gaming establishments whilst striving to meet the expectations of its employees and customers in its new role. Valuable Employment opportunities offered, with training provided. Ask Casino staff for details!
A place for those seeking an alternative to the traditional channelling arts. All are welcome, so long as they have an interest in unlife. The Guild remains neutral on the subject of unliving, sharing the secrets of necromancy with those who seek it, as well as offering instruction on how best to destroy those unliving that have become troublesome.
The Guild is lead by the Council of Nine. Each a master of a different area of the Guild, they are each have an Adapt to assist with this.
To be a healer is to hold the power of life and death in your hands. That power is an honour and a curse. Some will shrink from the responsibility and some will relish it. All are welcome in The Healers Guild.
The preservation of life is at the heart of the guild’s work. Both prevention and treatment. Healers Guild members will fight to protect the innocent. They provide training to ensure that all with even a spark of healing grow in their power. They research new techniques, cures and ancient mysteries. The Healers Guild are led by a council of masters in the healing disciplines, overseen by the Grandmaster of the Guild.
The Healers Guild is the home for all healers; welcoming the gentle caregiver, the passionate leader, the fierce protector, the wise scholar. All of them united in the knowledge that at some point they may have to make the most brutal and stark decision; who lives and who dies.
The Incantors Guild has the primary focus of enabling those who wish to practice their faiths and assisting those who have not yet found theirs in their search. Their secondary aim is to better enable the use of Incantation across the Heartlands and Southlands.
The guild is a gathering place for the Faithful of Erdreja, discussion and working together to improve the use of the skills and abilities.
The Guild is lead by the Arch High Incantor, their deputy and the college heads- one for each form of Incantation.
The Mages Guild is a centre of focus in the Heartlands for the study of magecraft and not just by those who are lucky enough to be able to call on the power of magic itself.
All those interested in the study of magics are welcome to experiment and learn. There is no guarantee that you will in turn not become an experiment.
The masters of the guild invite all to come and trade knowledge or perhaps to join the Arcane Knights.
The Militia are enforcers of the laws of the Gathering Treaty and the advocates of justice. The Militia acts to regulate events such as the Gathering and Moots, where many factions meet, as agreed by the hosting faction and other factions in attendance. With differing laws covering the many kingdoms, the job of a Militia guard is never easy.
The Militia and Armourers guilds share the responsibility for providing much of the warrior training across the Heartlands.
Despite popular belief, the Rangers Guild has never been just for those ‘bow and arrow types’.
While the name suggests a requirement to wield a bow and arrow, the Rangers Guild is open to anyone who wishes to become a master of the natural environment.
Armed with the knowledge of the world around them, the Guild has slain many foes, from giant spiders to great dragons. Accenting their skills with knowledge of the arcane and alchemy, the Guild pushes itself further and further, proving themselves to be formidable even when at the mercy of the weather and setting sun.
While their history may not be as long as other Guilds, the Rangers are proud of their many retired Guild Masters, many of whom are still active in the affairs of Erdreja today. Ultimately, the Rangers Guild promotes survival and teaches the skills necessary to keep one going, even whilst alone in the wilds of the world.
The Rangers guild also provide the Out Of Character function of Bow and Claw Competency checks, which are required for using Bows or Claws within the game, and any arrows which are found are kept here.
The Scouts Guild is known to take pride in cultivating the skills of stealth and subtlety. Many years ago, this led them to have a secretive and insular reputation, but in recent years they have been opening their doors more readily to those who are willing to learn from them and work with them. In recent times they have been strengthening their existing relationships with the other Martial Guilds, and cross-guild training exercises and missions have become common.
The guild is one that prizes action over debate, and encourages its members to have a wide range of skills. It is the attitude, rather than the specific skill set, which links the guild together. A Scout does not seek safety, but strives for success. For those who gather information, they do not do so with a distant scholarly interest, but with a plan to act on it. A Scout who has learnt how to heal others does not seek the safety of a healing station behind friendly lines, but would push into enemy territory to find and save an injured comrade. And when they fight, they do not fight on known and well established battle lines, but push into the unknown, blazing a trail for others to follow, or slipping through enemy lines like an arrow, well aimed and equipped to destroy the enemy from within.
The Bears are comprised of the Peoples of Caledonia and south-western Island of Orkneyjar (which they currently share joint stewardship with the Wolves Faction). Made up of Groups and Clans, which fit into two main categories: Celts (including Highlanders, Islanders and Lowlanders) and Picts (being Non- Caledonian-born Bears).
Predominantly (but by no means exclusively) human - Bears are traditionally clad in Tartan, generally in the form of Kilts. Armour can vary from the practical and rugged to ornate and intricately tooled suits of Artisan Plate for those that can afford the luxury. The Weapons are equally varied with each of the Bears Faction members (young and old) being capable fighters ready to defend their Hearth and Home.
The Bears have a reputation for being people of celebration, hospitality and honour. However, do not let their jovial nature deceive you - for the Bears are ferocious warriors, willing fight with passion and purpose.
The Nation is led by Lairds, who are charged with the day to day running of the Faction. The three Queens of the Bears are the Spiritual focus of the Faction and remain key members of the Privy Council. Society is civilised and generally respectful, with there being no law in Caledonia other than the ‘Will of the Queens’. From the Chaotic beginnings of the Faction and its people - the Bears have gained strength and are ready to face any challenge to their People and Lands.
The Dragons are technically a people of three nations: War-scarred Erin (known for breeding tenacious and bold warriors), the mysterious and sacred Isle of Caer Danon (a place of Great Magic and Spirituality) and Cymrija (a landscape of mountain ranges and sprawling wild forests).
In this harsh land, civilisation survives and creates a hardy people - respectful of the Land in all its might and majesty. The three Nations are led by the Ri Draig/Rioghan Draig - Chosen by the People and of the People to serve and Honour the Ancestors. The people live lives of passion, ferocity and fierce loyalty. For the Dragons, the Land and the People are one - If the people suffer, so does the Land.
For Dragons; the Ancestors, People, and Land are one woven pattern of existence.
The Faction pride themselves for their Warriors, Leaders, Bards and Druids - understand the importance of protecting the natural cycle of life through the harshest of seasons. Spirited and fearless, throwing themselves into peril where others would hesitate, never accepting defeat or humiliation - a Dragon would rather die a hero than live in shame. The greatest honour for a Dragon is to serve the Land through Life, into Death and beyond - Living on through stories and songs of the Bards and Musicians.
The Gryphons represent the twinned kingdoms of Estragales and Lyonesse, united under one banner (that of The Lord Gryphon). The two nations fight for the individual faiths, rights and territories of their people, defending them with a fierce sense of pride, and an ingrained code of chivalry. The faction call "All For One, One For All", the unity of these two nations is undeniable, and is core to the Faction identity.
Gryphons do not hide their contempt for all aspects of Unlife, but welcome those from all walks of life, and an eclectic mix of cultures and creeds into their society.
The Lord/Lady Gryphon is the ruler of the Gryphon nation. They are appointed by the monarchs of Estragales and Lyonesse to rule and govern on their behalf. The people of the Gryphons vary greatly and among them you will find Elves, Dwarves, Men and Beastkin, merchants, craftsmen, soldiers and priests; all united under one banner.
The culture of the Gryphons is one of high civilisation, law and order - striving to do what is right (whenever possible) and standing as a rock of principal and tradition in a world of Chaos and ruin. This is not to say that there have not been notable accidents and unfortunate deaths - it is just that these were expected ... shaving accidents. All quite normal, everyday shaving accidents. Life in the Gryphons can be as slow or as fast as you like, and life is for the living.
The Harts of Albion are the Knights and Nobles of Albion, guarding the land, protecting the people and upholding the law. The Realm of Albion is the land of Arthur from the times of Legend. The People of Albion are predominantly Human with tribes of Elves, Courts of the Fey, and packs of Beastkin who call this land their home.
Albion is steeped in family names and lineages, but rank and honour come from ability, and worth is determined by deed. You may arrive at Court a farmhand - to raise yourself to the Rank of Knight or to lead a Noble House. From the heathered York moors and the snow-crowned fells of Keswick in the North, through to the shaded eaves of Gloucester’s Great Greenwood and the rolling meadows of Winchester to the sheer cliffs of Cornwall in the South - Albion waits for you to live and breathe your destiny.
For all their renown as good and honourable folk, be vigilant, for that friendly word may hide a spell, that open hand may hide a dagger, and that tea may hide a poison. As Albion finds its place on an ever-changing Egg, the people of the Harts are ever ready to take up the sword should the need arise. Should your cause be just and right and true, you’ll find the Harts of Albion marching by your side. The people of Albion soldier on against Darkness, Chaos, and Evil.
The people of the Southlands are an Empire of diverse cultures and peoples, Scholars, Artisans, Thinkers, Inventors, Nobles and Nomads – with seemingly little in common to account for their zealous unity when facing outsiders. Bringing all of this creativity and invention to the Battlefield is a sight to behold and terrifying thing to face.
The Emperor/Empress of the Jackals leads a council of advisers, generals, and viziers - these report to the Emperor/Empress themself and oversee the internal day-to-day affairs of the Jackals and thus, by extension, the Southlands. The High Vizier of the Nile (also the voice of the Emperor/Empress in their absence), oversee the internal strand of the Jackals - attending to matters and issues arising within the Faction, aided by the various High representatives.
The lands of the Jackal Faction are as diverse as its people - with sprawling cities, ports and fortresses, Remote towns and communities, temples to long forgotten Ancestors and entities, lush forests, rivers that could encircle entire Factions and mountain ranges of unimaginable dangers. Amongst all of this the deserts of the Southlands provide both barriers to travel and trade as well as (for those skilled in such ways) a sandy ocean to explore and navigate for a lifetime. The Mysteries that they hold will draw the brave and the foolish to riches or death for a thousand-thousand lifetimes to come.
Many decades ago - the Lions Faction were exiled from their Ancestral home of Albion after losing a Civil War and migrated to the mystical plane of Avalon, from there they faced hardship and reformation only to be crushed by the unfathomable Evil of the Nosta Kar forcing a fighting retreat of the War forged Lions back to the Heartlands and the Archipelago of Lantia, a circle of islands between Lyonesse and Aegyptus. With the last great Cataclysm, the mirror realm of Orst merged with the islands, changing the islands and the geography of the islands that had remained that way for millennia.
Most races have some representation in the Lions Faction with one of the most famous Kings being a Dwarf. They are a people of diversity from former Albione Knights to secretive Orstian Fey, with everything and everyone in-between.
Having lost two homes already, the Lions are sworn not to lose Lantia. Lantia is ruled by a non-hereditary King or Queen selected based on merit. Although the Lions have extensive laws - the spirit matters more than the letter. Corruption and Necromancy are unwelcome in Lions lands and Lions found using these powers may face punishment - those with Unliving patterns have no rights under Lions law.
Of the Heartland Nation Factions - the Tarantulas are by far the most unique. Where societies of the Surface can be reasonably compared and contrasted, the Tarantula Faction is cold and unnerving to outsiders. There is one rule: Don't Get caught. There is one Law - that of the Valsharess (The matriarchal Drow Queen of the Underdark - or the Advisors that rule in her absence). The Tarantula Lands are enormous subterranean caverns, tunnels, rivers and lakes that span the length and breadth of the Heartlands (collectively referred to as The Underdark). The Faction has a high concentration of Drow, Norns, Elves and Dark Elves. Faith is the beating dark Heart of the Under Empire and its zealous fanaticism is the fiery blood in its veins.
Life in the Underdark is dangerous and brutal for polite description, forging a people of keen wit and razorsharp focus. When in their own lands, the people fight, kill, steal and do whatever they can to progress and succeed - with cunning, guile, planning and cold execution being respected above all else. When the banners are unfurled and the Horns of War are sounded - the nation rises as one to focus for the Nation above all else. The Tarantula Nation is a dangerous Ally and an even more dangerous Enemy with every tool, trick and advantage used to further its Glory. Masters of Death and Prayer - the Children of Llolth worship with the Blade for the Glory of the Nation.
Mauritania is a grouping of islands. The Mauritania beneath your feet is a living, breathing land. She is the air that you breathe and the water you sail upon. Every path taken is an act of worship and every island (whilst different) is an integral part of the Greater whole. If you mean no harm to Mauritania - you are welcome there; a huge number of the fringes of society, the outcasts, the different and the exotic have made this place their home. There is no normal - day to day you will brush shoulders with Olog traders, Elven story weavers, Summoned Daemons and Heralds of the Ancestors.
Headed by the Lord/Lady Unicorn (Elected by the people of Mauritania) - this leader chooses Consuls to assist them in the running of the lands with Trade, magic and the pushing of world Knowledge being the elixir of their success. A nation of Navigators and Sailors with quality and quantity on offer, the Unicorn Faction have contacts and trading partnerships way beyond the other Heartland nations - this also means they are more than prepared to protect what they have or even take what you have (by whatever means). For those wishing adventure, there is no better Faction to explore than that of the Unicorn Faction.
The Vipers are the people of the enormous land-mass of Teutonia, stretching from the icy Grey Sea in the north all the way to the Blistering heat of the South Sea. It borders the Bretton sea to the west with the vast expanse of the Great Forest of Teutonia to the east. It has a single land border with the lands of Estragales. With varied geography with numerous mountain ranges, rivers, lakes and forests, there are many places of interest including the Blood Marshes (with its horde of unliving), the Elementally charged Reis Astrobleim, the Daemonic Portal of Treiste and the magnificent World Wonder of the carved burial tombs of the ancient kings at Crotalus Nex.
Teutonia is a monarchy - rarely seen away from Court and in his stead, His Majesty appoints a Lord Protector to govern the Viper Nation, who in turn is supported by a Lord Commander to govern the military and a Lord Chancellor to govern the civilian people. The Vipers are generally descended from the Teutonic tribes that lived on the fringe of the Old Empire.
They have a robust and practical culture passed down from the Gothic Knightly Orders in the North of Germania, spiced with the richly creative decadence of the Italian peninsula. It is not unusual to see people of any race or pattern type. Viper society is liberal, and the people enjoy a large degree of personal freedom to live how they wish and pursue their own goals (within the
Laws naturally).
The hardy people from a cold land with warm hearts and fiery resolve; in a harsh climate it pays to be generous to your neighbour, as you may one day rely on them. This is the backbone of the Wolves faction - and when the wind blows chill, passion and spirit can shatter continents.
The Wolves venerate Ancestors and honour traditions, that is not to say they are blind slaves to the old ways - the Wolves Faction have vision beyond that of other Nations and have used that advantage to rise above others. A warrior people sometimes accused of being single minded (often proven to be a false and costly mistake for those that whisper it) mistaking fearlessness for foolishness. The minds are as sharp as the axe that splits your shield and rends your armour.
Like their namesake they are a Pack - protecting the old, wise and sometimes weak, to continue the health, wealth and strong Family bonds of the Nation. Just like a Pack they hunt and distribute the share of that hunt to all with everyone - feasting in the Great Langhus late into the night, telling stories of the Ancestors and those that sit beside them in Valhalla. When the Dawn breaks the battle lines form, the Wolves march to War and the Blades blunt on the resolve of their Shield wall.
Erdreja is the name of the great dragon egg, and the planet we live upon and underneath. Guarded by the Celestial Dragons over the millennia, the embryonic infant has developed and matured within her shell, and seen what has happened on the surface of her Egg. Overseeing the rise and fall of civilisations and empires whist the embodiments, cadres and fates battle over control of who she will become, she watches her chosen people as they battle to ensure her safety throughout their insignificant lives.
Steeped in magic and connected in all ways to all the planes and the elements, she is heavily populated with all imaginable forms of life and there are 8 individual races that are native to her; the Elder races of Elf, Dwarf, Fey and Olog, created first to guard and watch her as she prepares to hatch, and the younger races of Drow, Beastkin, Wee Folk and Uruk (better known as the 'Greenskins'), who are the evolutionary childe of their associated Elder races. Watched over by the Planar races and the eternal Umbral, beings from the otherworlds that feel unable to resist the inquisitive pull of this truly neutral planet, Erdreja was perfectly synchronous as she matured over the ages.
Together (although rarely in harmony) these races watched over Erdreja, keeping her safe from harm until the slave-race of the Humans, were brought to our world by the Nosta Kar. Quickly dominating the surface world through their sheer weight of numbers and rapid adaptability, this parasitic alien blight were abandoned by their masters and promptly began a great war against the egg native races, nearly wiping out the Elders, and although peace has now been restored through the creation of the factions, war is never more than a swords length away from this repulsive race.
Erdreja, the great dragon egg, has weathered Cataclysms, Alien Invaders and attacks by Existence itself. She has survived as she was turned on her edge by Entropy, and as insane first-elves have fought to hatch her before her time and she will face many more challenges in her future. To the modern loremaster though, the real question on the tip of every tongue now is;
What will happen when she decides it is time to hatch?