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THE SHADOW DANCERS
The Shadow Dancers are an organization of Wizards, Sorcerers, and Warlocks who still practice the forbidden art of Necromancy. Some swear allegiance to Urnevar, the God of Necromancy, but most simply serve the art of magic, and follow no god or goddess, preferring to work with demons. The Shadow Dancers also deal in Slavery, smuggling slaves through towns. They’re also responsible for the majority of abductions that happen throughout the Kingdoms, trading people into slavery in exchange for arcane knowledge and arcane relics. When the Ashen Elf was defeated the Shadow Dancers numbers grew exponentially as they gathered to recover ancient relic weapons and draw magic from them, since magic had suddenly changed when the Dragons re-entered the world.
Beliefs
- Magic was made to be used by mortals.
- The Gods of Light, namely Nifika, seek to horde magic.
- One day one of the Shadow Dancers will ascend and kill the Gods of Light.
Goals
The Shadow Dancers seek to collect anything that pertains to magic, no matter how trivial its power. They collected most of the ancient relics after the Ashen Elf was defeated, during the chaos of the return of the Dragons, and siphoned the magic from those relics to restore magic to themselves. They believe that they will one day, amass a massive army, and under the leadership of their strongest – said to be a Lich – will open a portal to the gods and slay them and take their magic from them.
THE RAVEN’S EYE
The Raven’s Eye is an old organization that began with the Wild Elves when they began to see the arrogance of their cousins, the High Elves. The Raven’s Eye began the organization, named after the son of Nifika (Goddess of Magic and Elves), Drakenfiel, and his raven, Foresight (for whom Drakenfiel is said to gather information about the world around him). With the encroaching of the Orcs of the Broken Hand, the Wild Elves expanded their network, recruiting humans who ventured into their forests – and began sharing information for the sake of the world. Those humans eventually recruited Dwarves, during their trades, and so the Raven’s Eye continued to grow as a massive network with cells scattered throughout the world. The Raven’s Eye ideology is noble, and its members pride themselves on their integrity and incorruptibility. Raven’s Eye do not seek power or glory, only fair and equal treatment for all.
Raven’s Eye agents are trained to act alone and depend on their own resources. When they get into scrapes, they don’t count on their fellow Raven’s Eye to rescue them. Nevertheless, Raven’s Eye are dedicated to helping one another in times of need, and friendships between Raven’s Eye are nigh unbreakable. Masterful spies and infiltrators, they use various guises and secret identities to form relationships, cultivate their information networks, and manipulate others into doing what needs to be done.
Beliefs
- One can never have too much information.
- Too much power leads to corruption.
- No one should be powerless.
Goals
To gather information throughout Kne’Urth, discern the political dynamics within each region or realm, and promote fairness and equality by covert means. Act openly as a last resort. Thwart tyrants and any leader, government, or group that grows too powerful, and aid the weak, the poor, and the oppressed.
ORDER OF LIGHT
The Order of Light was originally formed by Paladins and Clerics of Florasena, who waged war and created bounties and hunted down members of the Shadow Dancers, who practiced the long, forbidden art of Necromancy, defiling the very beliefs of those who followed Florasena. Judgement was swift and merciless on those found guilty of the art of Necromancy. There was no trial, only death at the hands of these holy warriors. The organization has long since grown beyond the Clerics and Paladins, and now recruit those whom they see good in. This has created an evolution in the Order that now seeks out any evil doers whom break laws, agreements or codes of conduct. The Order of Light believes that Evil must be confronted and destroyed, because it is a disease spreading across the world.
Beliefs
- Faith is the greatest weapon against evil—faith in one’s god, one’s friends, and one’s self.
- Battling evil is an extraordinary task that requires extraordinary strength and bravery.
- Punishing an evil act is just. Punishing an evil thought is not.
Goals
To be armed, vigilant, and ready to smite evil, enforce justice, and enact retribution. This means identifying evil threats such as secretive power groups and inherently evil creatures, watching over them, and being ready to attack the moment they misbehave. (These are always retributive strikes, never preemptive.)
THE NATURAL DEFENSE
The Natural Defense began with a group of Rangers who were launching attacks against Orcs, Goblins, Kobolds, Ogres, and the like, who were neighboring forests and causing havoc. The organization operates primarily on individual attacks, rather than groups, originally following the goddess, Lynzee, who operates in solidarity (unless she travels with her mystical wolves). So the Rangers and Druids usually did short, quick hits to opposing forces, to wreak havoc, or kill an evil leader to throw the organization into self conflict. The Natural Defense grew to expand and include barbarians, witches, and the like who believed in the balance of Nature. Several members also volunteer as escorts for travelers.
Beliefs
- Those who would seek to damage nature, should be punished.
- Those of good heart and intention, may need guides through the dangers of nature.
- When possible, educate those who do not understand the fragile balance of nature.
Goals
To defend the lands against those who would damage it for evil. To be usurp the forces of evil that gather around and pose threats to lands, where forest, mountain, tundra, etc. The Natural Defense typically operates as single individuals, and strike at their enemies, targeting leaders, causing minimal damage to nature if possible, but understands that in some instances, extreme violence is needed.
THE BROKEN HAND
The Broken Hand started as an organization of orcs who found themselves at war with the elves. A strong leader named Rak’Grum pulled together other races under his rule, such as Ogres, Kobolds, Bugbears and Trolls, with the sole mission of finding and killing every elf.
An ancient elf dubbed The Ashen Elf (for his skin tone) rose up and channeled incredible magic, never before seen in the world and waged War against the Broken Hand, in the processing killing anyone who stood in his way – including fellow Elves, who found his magical abilities too dangerous. The War that the Ashen Elf waged caused several organizations to band together, and a group of heroes unlocked the Ashen Elf’s magical secret – and restored the Dragons to the world. With the return of the Dragons, where the Ashen Elf was drawing his magic – he was eventually slain, but not before he decimated the Broken Hand. The organization shattered into many splinter cells before recently coming back together, with a new logo, that symbolizes an Orc’s hand capturing the arrow supposedly fired by Nifika, the goddess of Magic and Elves, that took out the eye of their god, Grumthak. The idea is that they would never be blind again.
Beliefs
- All Elves need to be purged from the world – at any cost.
- After the destruction of the elves, rule and conquer the rest of the world.
- Find and build a temple at the Eye of Grumthak, that fell to the world.
Goals
The Broken Hand seeks to find and kill every elf they find – at any cost. They believe, even if they are alone – and encounter a large group of elves, and death is eminent – that they should still attack and kill as many elves as possible before their death. They’ve sent out agents to find the Eye of Grumthak, where they seek to build a temple on or around it, and believe once they do, they will be able to summon their god into the world.
THE CROWN’S ALLIANCE
The Crown’s Alliance began when several kingdoms put aside their differences and began using a network of agents to communicate between the kingdoms to give reports of roving brigands, marauding orcs, and other signs of potential trouble. The Crown’s Alliance will send soldiers to assist neighboring kingdoms that could potentially be in trouble to bolster their armies in the event of any form of siege. No one person runs The Crown’s Alliance, but rather all kings are equal, because the alliance is more important than anyone’s status.
Beliefs
- All Kings are equal.
- Protection of the Kingdoms is a shared duty.
- Knowledge must be shared.
Goals
To unite the Kingdoms against the forces of evil in the world that would seek to usurp, murder or harm anyone, in any town, in any kingdom. Every King is considered equal, and the size of their kingdom does not make them any more important than someone who holds little land. Protection, truth and knowledge, above all else, for everyone, united for a single cause.
THE ZARATHAN
The Zarathan is an order that began in the Broken Lands. They were mercenaries that would offer their services for “safe passage” across the Broken Lands (and those that did not employ them, often found themselves attacked by brigands; which were suspected to be members of the Zarathan). The Zarathan began realizing that several artifacts were being excavated by caravans they were assisting. The Zarathan began marauding those same caravans, rather than protecting them, until they acquired a large collection of riches and relics. Once they had money, the Zarathan expanded beyond the Broken Lands, and began working out of cities, helping escort caravans for extremely high prices. They infiltrated cities and eventually became the “force that protected” the common people, by extorting people. Official guards who tried to stop them, were paid off. The Zarathan network has breached several guilds and organizations, providing information to prevent their members from being captured.
Beliefs
- Everyone has a price. Everyone.
- The world is weak.
- Fear is the weapon.
Goals
The Zarathan have no long term goals, other than simply becoming untouchable, thanks to corruption. The Zarathan don’t want high positions (such as Kings), but working for a king and manipulating them is something the Zarathan would be interested in doing. They have no honor (even among each other) and steal and lie to anyone and everyone, all to benefit the organization.
PACT OF BELAROS
The Pact of Belaros formed when the Warlocks discovered the portal to the Realm of Demons. Belaros, one of the more powerful demons, was extremely charismatic. Belaros’ main goal is to enter the main world, something he can not do (like the rest of the upper demons) until the barrier by the gods is shattered. Belaros discovered a ritual that would allow him entrance to the world, which required the sacrifice of children “touched by Belaros” as a sacrifice. Belaros began assisting his followers by demanding that he would taint their next born child, and plant his “seed” within them. Each person who agreed to this, gave birth to a Tiefling that was touched by Belaros. When these children reached a specific age, they were to be sacrificed to Belaros. Each sacrifice helped sunder the barrier that prevents him from entering the world. Those who refuse to follow through with the sacrifice are immediately hunted down and killed, using a ritual that helps weaken the barrier.
Beliefs
- Children are to be sacrificed for Belaros’ benefit.
- Belaros will enter the world and purge all those who do not kneel to him.
- Belaros is the one true demon lord.
Goals
For those who are a part of the Pact of Belaros, faithfully follow his bidding. They sacrifice their children that are touched by Belaros so that one day the Demon Lord can enter the world and cleanse it of those that do not follow. They believe that Belaros will then have the power to kill all the Demon Lords, and capture their magic, and will then go after the Gods of Light and Darkness and kill them, and rule over the Heavens and Hades.
THE MYSTIC ALLIANCE
The Mystic Alliance is the organization of Wizards, Sorcerers, and Warlocks who have put their distrust of one another’s means of gaining magical power aside, and all agree in the single one idea, that understanding magic and collecting magic artifacts and items in the world to understand their origin, creation, and possibly their duplication is the forefront of their ideas. They are gatherers of information in all things magical in the world; especially after the Return of the Dragons, in which magic as a whole was drastically altered in the world. Their symbol is the Moon (top circle) to represent wizards; the circle with ears (similar to a demon or elf) to represent Warlocks; and the the three circles connected is represents a blood line (each circle a chain in the bloodline), which represents Sorcerers.
Beliefs
- Magic is something that needs to be understood by all.
- No magic items or artifacts of the world should ever be destroyed. There is knowledge in those items that could unlock more secrets to how magic works.
- Those who use and understand magic, no matter their source, should understand how rare magic has become.
Goals
The Mystic Alliance seeks to recover and study any and all magical items in the world. Despite the power, and even potential danger to the world, they will refuse to destroy a magical item – they would rather study it.
ORDER OF RIGHTEOUSNESS
The Order of Righteousness – despite the conceded sounding name – was organized long ago by Priests who believed that all magical items were touched and blessed by gods and demons; and that all magical items should be turned over to them to study (and if need be, destroyed; whether it’s a good powered weapon that is too powerful to fall into the hands of a single person, or because an item is inherently evil). Initially, both good and evil aligned priests were working together; but the good aligned priests eventually discovered the betrayal done by evil priests; and now the Order of Righteousness only recruits good aligned priests; and will only provide deeper knowledge after the Priest has earned their trust.
Beliefs
- The Gods and Demons created Magic; and those that use it can be corrupted.
- Magic artifacts are to be studied; the Higher Order will determine if it’s to be destroyed.
- Those that grow in power, through means of Mystical rather than through Religion are bound to become a problem in the future.
Goals
The Order of Righteousness seeks to gather all the magical items to study; and destroy, as needed. They are devote in their cause, to the point that – at times, their own alignment may come into question.
THE DARK TIDE
The Dark Tide consists of several evil aquatic races who have united in their hatred of sea faring races (primarily humans) who have damaged the oceans with their warfare and sunken ships and equipment. Some of those known evil races include, but are not limited to: Sea Hags (often the leader of patches of The Dark Tide), Kuo-Toa, Merrow, Sahuagin, to name a few. When led by a Sea Hag, that division of the The Dark Tide, often has the Sea Hag employing the assistance of Harpies on nearby islands. Most Sea Hag leaders also proclaim that they have the power to summon a Kraken to assist in their vengeance.
Beliefs
- The world seeks to destroy the oceans.
- If they are devote, the Kraken will awaken and become their tool of vengeance.
- Magic and magical items are to be given to their leaders, because these are tools used to summon the Kraken.
Goals
Simply put, they seek to destroy the surface world.
THE NATURAL ORDER
The Natural Order spun out from The Natural Defense organization. The Natural Order believes that all evil who dares disrupt, tamper or destroys Nature should be punished. They have gone so far as to believe there is “no good” in evil races (such as Orcs, Goblins, Kobolds, etc.) and that any who appear to be “good” are either deceiving everyone; or will eventually return to their “natural state” and resume their acts of evil. This notion put them at odds with The Natural Defense who will not kill young or infant members of any evil race; and they also believe that there is hope for all to find good in their hearts, unlike The Natural Order who believes simply put “in the natural order” of things.
Beliefs
- A race of evil, will always be evil.
- Mercy shall never be granted to those who commit acts of evil.
- Defend nature – to the extreme, if need be.
Goals
Their main goal is to one day, be rid of the races of evil that walk this world, and show everyone that they were never to be trusted. The gods of shadow created these creatures, and their influence flows in their blood, and as such can not be trusted, and must be destroyed, if the light is ever to have hope.
THE HAMMER OF JARISFARGEN
The Hammer of Jarisfargen formed after the Dwarves who left the Mountains and became Hill Dwarves, found themselves at war with goblins on the outside; meanwhile, the Mountain Dwarves found themselves under attack by Mind Rippers (Mind Flayers). The Hill Dwarves and Mountain Dwarves formed an alliance, and put their differences aside, to help one another against each other’s enemies. The Hill Dwarves provided food and clothing; while the Mountain Dwarves provided weapons and armor. Together, each was able to drive back their enemies; and realized, that their differences had weakened them. Now The Hammer of Jarisfargen agree, in times of need, they will always stop to help one another.
Beliefs
- Differences must be cast aside in the face of evil.
- Mercy shall never be granted to those who commit acts of evi.
- All Dwarves – including the Duergar – are children of Jarisfargen, they’ve simply lost their way.
Goals
The Hammer of Jarisfargen hopes to unite all Dwarves under this banner; including the Duergar, whom they hope to shake free of the Mind Rippers (whom they believe have the Duergar mentally enslaved). There are plans for a massive siege one day against the Mind Rippers.
TOUCH OF BARGLEDAR
This unusual order is strictly Gnomes. The Touch of Bargledar was a “urge” put into Gnomes to go and find gems scattered throughout the land. The story is that Bargledar, who is the deity of the Gnomes, once stuck the Great Star (Anvil) of Jarisfargen and broke a portion of it, which fell down to the world and shattered into millions of pieces. The gear icon is a symbol of the gnome’s inner desire to tinker (something bestowed upon them through Bargledar’s desire to create life, similar to Jarisfargen), and that’s what the symbol of the mountain represents (where gnomes live). The crescent moon shape above the mountain is said to be the “glow of gems” hiding deep inside the mountains, after falling from the heavens. This Touch of Bargledar is what inspires gnomes to leave their tinkering behind (often) and go out and become adventurers.
Beliefs
- All gems should be collected.
- There is no price – too high – to pay to acquire a gem.
- If need be – find a way to steal the gem – if they won’t sell it.
Goals
The Gnomes believe that not all gems are a part of the Great Star/Anvil.But they won’t know if the gem is a part until they’ve gotten their hands on it – and if it is, the gem will “emit power” which means it’s a part of the Great Star/Anvil, and thus needs to be sacrificed to Bargledar so that he can replace the pieces, one at a time.
THE SEAFARER’S LEAGUE
The Seafarer’s League consists of sailors who have united against The Dark Tide. Threats against ships and passage across the seas has become increasingly more dangerous since the rise in popularity of the new continent and the adventurers seeking fame, fortunate and adventure. This has caused ripples with the aquatic races that dwell in the depths of the ocean. Because of the attacks against their ships, the Seafarer’s League has also taken interest in discovering what lies beneath the ocean floor and what civilizations (and treasures) might be there to be discovered. (A direct result of The Dark Tide showing civilized attacks and using weapons that many of the sailors had never seen before; thus, The Dark Tide unknowingly is damning themselves by generating interest at what lies beneath – in the depths of the ocean).
Beliefs
- The God, Elenar created the oceans to be sailed upon.
- Capture – do not kill – sea creatures from below – to gather information.
- Not all sea creatures are evil – some have rescued men and women from sunken ships.
Goals
The Seafarer’s League primarily is a support organization. If a large shipment, or someone important has booked passage; several ships will agree to sail with them to assist in protecting the cargo (whether it be a person, weapon, food, etc.) The Seafarer’s League has been employing the help of Mages to learn more about the aquatic humanoids of the ocean, in hopes of finding a way to survive diving down into the ocean depths to see what is down there.
MARCH OF THE DEAD
The March of the Dead is an army raised by Orcus. Orcus’ followers seek intentionally seek out the followers of other demons or demon lords and capture them to sacrifice to Orcus. Orcus then captures their souls, and enslaves them as undead servants to his cause (a great insult and slight to the demon and demon lords whom they originally followed) – these targets include Tieflings, Warlocks, and Cambion. He takes greatest pleasure in enslaving members from the Pact of Belaros, whom he has a great rivalry with.
Beliefs
- There is none more powerful than Orcus.
- Any who do not follow Orcus should be killed – those that follow other demons or have demon blood are to be sacrificed to Orcus.
- Orcus will grant the greatest gift of Unlife – as a Lich – to those who serve him.
Goals
To enslave and destroy all life in the world, so that it is run by the dead – all in the name of Orcus’ glory. And to destroy the other demons, who do not bend the knee to Orcus. And finally, destroy all Demon Lords – because they will always try to usurp Orcus’ power from him. It’s as simple as that.