Organizations
Halt, adventurer! The Knowing Mentor, god of knowledge, has mandated that you proceed only at the behest of the Dungeon Master or to follow along as lore is uncovered in the campaign.
Straying from the path may reveal forbidden knowledge and surely will reveal you as a servant to The Whispered One.
Arcane Imperium
Due to Terra’s dangerous misuse of magic in ages past, the Arcane Imperium was given full authority by the Terran Union to enact new laws to better govern those with the gifts of magic. Henceforth, The Arcane Ministry was renamed into the Arcane Imperium; with all the titles, responsibility and authority to be it’s own nation, a nation under the banner of the Terran Union. (Year 822) The first duty of the Arcane Imperium was to enforce a mandatory curriculum for any/all magic users within the scope of the Terran Union. The curriculum determines how a person’s magic is classified, the potential of their gifts, and teaching how to use their gifts responsibly.
The process is as follows:
Every citizen at their 8th year of age must be evaluated for magical talent. Citizens who are older must also undergo evaluations if there is enough reasonable concern that they possess magical capabilities. Such evaluations can be done at any Law Hall under the supervision of an Arcane Keeper. Citizens can be elected for re-evaluation if there is enough reasonable concern by the Arcane Imperium. Citizens who exhibit magical talents at younger ages will remain with their families under the supervision of an Arcane Keeper until their 8th year.
Those who are found to have the abilities of magic are brought to the Arcane Academy on the Island of Meori. The same can be said for individuals who wish to learn magic, such as wizards. Here, newly discovered magic users will become students of magic known as Arcane Initiates. Initiates spend a minimum of 4 years at the Arcane Academy to learn how to control their talents and hone them in ways that best suit their specific brand of magic as well as basic education. Professors and Teachers also gauge the Initiates emotional/mental state and special steps are taken for students who are too emotionally frail or mentally dangerous.
Upon admittance within the Arcane Academy, Initiates will be given rooms, food, clothing and learning supplies during their 4 year stay within the Academy.
Exceptions and Variations:
Not every Initiate is meant to wield Arcane Magic. Those whose gifts are more attuned to the Divines are transferred to the holy city of Vastical where they can continue their training and studies. Others have the gift of channeling magic into the performing arts, they are transferred to the Bards College in Vence to further study the arts of arcane inspiration. Students with an innate magical origin and those with druidic abilities (Sorcerers and Druids) are given the opportunity for study, growth and control of their abilities within the Arcane Academy.
Some races are naturally born with an innate gift of limited magic. These individuals are screened by members of the Arcane Imperium. Once the individual is properly documented, they are granted a scroll which will affirm that their magical talent is inherent to their specific lineage. These individuals are always offered a chance to study within the Arcane Imperium, but such enrollment is not mandatory. However, if the said induvial develops more complex arcane gifts, then enrollment becomes mandatory.
After 4 years in the Arcane Academy, Initiates are given several opportunities for their future. Each choice requires they carry a Mark of the Arcane Imperium. Each Mark identifies their capabilities and limits within the eyes of the Arcane Imperium. Having a Mark at this stage is mandatory. The standard Mark template is a small tattoo, located somewhere on the front of the graduate’s neck, laced with arcane inks in the shape of the Arcane Imperium’s symbol. The center of the Mark is then altered to reflect the capabilities, interests, or career of the Mage.
Such examples of various Mage types are: Registered Mage, Tower Mage, Arcane Aspirant, Arcane Agriculturalist, Aquatic Mage, Arcane Apothecary, Enchanter, Arcane Litigate, Royal Mage, Arcane Militant, Arcane Hireling, Arcanist, Sub Arcanist, Arcane Keeper, Mage Hunter and many more.
Upholding the Laws of Magic:
In an effort to ensure that magic is not misused, the Arcane Imperium has been granted the authority to host Arcane Keepers and Mage Hunters. Arcane Keepers within a kingdom/town/city are tasked with keeping an eye on any Registered Mages and guiding newly discovered magic users to Meori. Mage Hunters are given the authority to hunt down and capture or kill Rogue Mages as necessary.
Rite of Nullification: Under extreme circumstances, the Headmasters of the Arcane imperium may perform the Rite of Nullification upon deviant magic users. The Rite is meant to be used for mages that are unable to control their magical abilities and are deemed dangerous to themselves and those around them. The Rite is also used upon a Mage who has either gone rogue or who openly misuse their magical powers in an effort to kill, harm, and/or terrorize the people of the Terra. The Rite may also be used for those who fear their abilities and volunteer to have the Rite performed upon them after all avenues of reconsideration have been explored. The specifics of the Rite are not known to the general public, but the process involves subduing the Mage in question and provoking the arcane spark to ignite within them. Forcing their spark to burn from within until no trace of it exists, leaving the Mage alive and without magic.
Besides the desired end of leaving the mage magically castrated, there are other side effects to consider. The strain the Rite has on the mind is immense; leaving the person in a perpetual state of blank calm, devoid of any emotion, desire, free will or yearning. Essentially, Nullified. Other varying states of Nullified Mages (AKA Nulls) range anywhere from losing the ability to speak, placed in a permanent coma, having the inability to learn new things to complete memory loss. Null Mages are either returned to their families, remain within the Arcane Imperium to perform menial tasks, or are transferred to a kingdom/city/town to perform menial tasks. Null Mages are identified by having their arcane mark on their neck reflect a pitch-black color with a large X as it’s centerpiece.
Bol'Dor Trading Guilds
Various companies and businesses both big and small use the Bol’Dor Trading Guilds to sell their wares across the Terran Union. Rest assured, every Caravan of the Boldor Trading Guilds go through careful screening to ensure the goods they are selling are of quality and come from legitimate sources.
A list of the most notable Caravans under the Trading Guilds and their owners are as follows:
12 Shepherds Caravan- Traveling Clerics from the Order of 12 Divines. These Clerics offer Religious/Spiritual guidance, trading miracles for coin, and selling religious paraphernalia.
Caravan Owner- Quilore, Goblin (F)
Timber Trails- Distributors for various types of Arkalan lumber for carpenters and wood artisans alike.
Caravan Owner- Corzu Boonbrain, Gnome
Mardosa Transport- Dedicated Caravan who serves the authority of Redmire. This caravan travels all over Mardosa collecting tithes & taxes, delivering supplies, and collecting/distributing personal mail/decrees.
Caravan Owner- Garon Aludra, Human
Ochos Transport- Dedicated Caravan who serves the authority of Redmire. This caravan travels all over Ochos collecting tithes & taxes, delivering supplies, and collecting/distributing personal mail/decrees.
Caravan Owner- Odilia Pellen, Human (F)
Stone Haven Transport- Dedicated Caravan who serves the authority of Mol’Tan. This caravan travels all over Stone Haven collecting tithes & taxes, delivering supplies, and collecting/distributing personal mail/decrees.
Caravan Owner- Ginno Ambergrip, Dwarf (F)
Hammer’s Reach Transport- Dedicated Caravan who serves the authority of Mol’Tan. This caravan travels all over Hammer’s Reach collecting tithes & taxes, delivering supplies, and collecting/distributing personal mail/decrees.
Caravan Owner- Yognorm Shortbelt
Arkalan Threads- Distributer of the finest fabric material for tailors and seamstresses. They also sell patterns and/or full outfits from all over the Terran Union.
Caravan Owner- Baqwun, Tortle
Greyed Roads Trading- Distributer of various goods and items gathered from other Caravans. Anytime a Caravan has a surplus, the Greyed Road Trading Caravan sells the surplus at a reduced rate.
Caravan Owner- Yesku Krait, Half Elf
Kazul’s Caravan- Distributer of hand-made pottery and jewelry. Best known for their collaboration with the 12 Shepards and acts as a secondary outlet for religious paraphernalia.
Caravan Owner- Kazul Dinvula, Tiefling
Here & There Transport- A well-guarded transportation Caravan that travels all over Arkala. This caravan makes 12 hour stops at every settlement on its route.
Caravan Owner- Glasha Grock, Orc (F)
Rocky Roads Caravan- Distributer of various types of Arkalan stone and crystal for artisans and stonework architects.
Caravan Owner- Vordot Coalsunder
Wandering Talon- Caravan vendors from Hidovrod. Sells wares made from all-natural mountain-foraged materials, raw mined minerals, and high-quality medicine.
Caravan Owner- Amernak Harann, Dragonborn (F)
Mystic market- Arcane Imperium owned caravan, sells various magical items to civilians and warriors alike.
Caravan Owner- Manian, Elf
Strings & Sounds- Distributer of various musical instruments, preservation supplies, tuning equipment, and at-home Vox Boxes with Phonograph Disk attachments sold separately.
Caravan Owner- Horfer Grassdancer, Halfling
Cerulean Trove
The Cerulean Trove is the center of knowledge and information for the citizens of the Terran Union. An order of researchers, lore caretakers, historians, scientists and more. The duties of the trove is the preservation, accumulation and dissemination of all knowledge to the people of the Terran Union. The Cerulean Trove is also recognized as a branch of worship to The Knowing Mistress, Ioun. While many within the ranks of the Cerulean Trove focus on teaching, learning and preserving history and knowledge, others carry out the will of the Trove by seeking new information in remote and dangerous places.
Cerulean Trove Ranks/Responsibilities:
Lore Custodian- Entry level position for members of the Cerulean Trove. Duties include book binding, recreation and preservation. A Lore Custodian would also be tasked with preparing meals, washing clothes and other menial chores. After 6 months, further duties will include acting as a greeter for the library you are assigned to, and running errands and tasks for the Trove.
Lore Student- Lore Custodians who are training in a specific area of academic study within their branch. Citizens who wish to study at the Trove, since it does act as a college of sorts, may pay to do so at a rate of 240 gold and 240 days of continuous training/studying. (5 days a week for 1 year)
Lore Specialist- Is an expert in 1 area of study. Usually on par with a professor, doctor or lawyer. Is expected to teach students about their given subject. Citizens who wish to study at the Trove, since it does act as a college of sorts, may pay to do so at a rate of 720 gold and 720 days of continuous training/studying. (3 years)
Lore Archivist - Is an expert in at least 3 areas of study.
Lore Master- In charge of a Cerulean Trove branch. Is expected to be an expert in 5 or more areas of study. To be a Lore Mater also means being a devout worshiper of Ioun.
Lore Seeker- a title for Cerulean Trove members who are tasked to go out into the world to gain knowledge and insight on a particular area of study such as an undiscovered or forgotten culture or language. Because of the Cataclysm and the Dark War, much of Terras history has been lost. It is a Lore Seekers duty to uncover these lost truths and bring them to light. Before embarking, a Lore Seeker is trained to be a competent survivalist; thus one will train with a soldier from the Terran Union Military in basic combat techniques and learn how to survive dangerous situations. For being a Lore Seeker means going to potentially dangerous locations in the name of lost lore.
Care Weaver- A prestigious title granted to Cerulean Trove Lore Seekers who complete their task in uncovering enough information on their assigned subject to such a degree that it can be properly archived and redistributed to the populace. Recently changed to ‘Lore Weaver’
Apart from being a full-time member of the Cerulean Trove, citizens can come here to learn to be teachers, professors, doctors, lawyers, engineers, ect. The type of desired education requires various amounts of teaching at the Trove as well as payment for lessons. Payment can be waived for certain lessons if the Student is willing to be a full-time member of the trove and essentially work for your education.
The Trove is not a lending library. All tomes and information within each trove stays at the trove. Visitors who wish to do research may do so at a rate of 5 Gold per 4 hours of subject study. Should an individual wish to learn a new language or gaining a particular skill proficiency, one must study for 240 days at the trove at a price of 1 Gold per day.
Cerulean Trove Locations
Redmire- teaches business/settlement management/city management skills. Prospects are plucked by Redmire nobility to run their enterprises or to oversee settlement/city development.
Mar’Bel- teaches geography & cartography. Useful for explorers, sailors and couriers.
Dasos Holt- teaches about the various beasts living on Terra. Such education is found useful to hunters and trackers.
Vence- Teaches music, instruments, singing, storytelling, art, dance, theater, ect. Acts as the center of the Bard’s College.
Deeplight Spires- Teaches and researches modern technological achievements and advancements in several fields such as; Astronomy, Chemistry/Alchemy, Engineering, Pharmacology, Medical Science, and others. Doctors, Astrological Researchers, Engineers and Apothecaries are trained here.
The Fist
The Fist is currently a one-star hireling guild and the main characters (PCs) of the campaign.
Current members:
Hireling Guilds
Mercenaries, Adventurers, Heroes. They all start here.
The Hireling Guilds of the Terran Union are a time-honored staple in the fabric of Terran society as guardians and protectors of the people. Bodyguards, mercenaries, monster hunters and seekers of the unknown; Hirelings do it all.
Whenever someone has a need for a Hireling individual or group, a posting is made at every Law Hall and Guild Hall within the Terran Union. Thanks to the wonders of magic, these updates can take place throughout the Terran Union in less than an hour. For more important or even dangerous job propositions, an advertisement may play over the Terran Vox Network channels. A corresponding Hireling group is meant to hear the call to action and aid when needed. If no Hirelings are available to answer the call, then the job proposition is negotiated between a corresponding Law Master and official Guards/Knights who are qualified for the job.
Requirements for a Hireling Guild are as follows: At least 5 initial members, a writ of recommendation/approval by a Steward, Noble or persons of renowned importance within the Terran Union, and 30 gold per initial member (10 gold for any additional members after 5) as an initiation fee.
The nature of jobs available to Guilds depends on the renown and capabilities of each guild member. The more deeds a Guild accumulates, the more opportunities will be available to said Guild.
Each Guild has a ranking system for each member based on the performances of past jobs and past verified deeds. The ranking system uses a simple 0-5 Star scale with 0 Stars denoting new guild member and 5 Stars denoting a Renowned Hero. A Guild member can only take jobs of their Star rating or lower. For example, a 3 Star Guild member can only take 0-3 Star quests, but cannot take 4-5 Star quests. More dangerous jobs become available once a guild member gets more stars attached to their rating, and the bounty for said jobs also increases.
The Star ranking structure and benefits of each star are as follows:
0 Star- Jobs available pay at a rate of 100-300 Gold per participating member in the job. (Character levels 1-4)
1 Star- Jobs available pay at a rate of 400-1,000 Gold per participating member in the job. Unlocks the ability to utilize Teleportation Circles at select cities/settlements in Arkala and Sha’Nalore for rapid teleportation. ONLY available for Quests. Teleportation fees are 50 Gold per group. (Character levels 5-8)
2 Star- Jobs available pay at a rate of 1,500-4,000 Gold per participating member in the job. Unlocks the ability to utilize Teleportation Circles WITHOUT the need of a quest, fees are still at 50 Gold per group. (Character levels 9-12)
3 Star- Jobs available pay at a rate of 4,500-8,000 Gold per participating member in the job. Unlocks the ability to use an Arcane Imperial Mage’s services to teleport up to 8 individuals ONLY to Quest locations when the quest is too far from a location with a Teleportation Circle. Mage Teleportation fee is 1000 Gold per group. The fees for using Teleportation Circles remain at 50 gold per group. (Character levels 13-16)
4 Star- Jobs available pay at a rate of 8,500-12,000 Gold per participating member in the job. The fees for using Teleportation Circles are waived. Teleportation via Arcane Imperium Mage is still 1000 Gold, but can be teleported WITHOUT the need of a Quest. (Character levels 17-20)
5 Star- Information about these Quests and rewards are confidential.
Each Hireling Guild Member will receive a badge upon their initiation. The badge will have an engraving of the Guild’s name on the front and the Member’s names on the back. The front will also be decorated, upon review, with embedded metallic stars denoting the rating of said guild member. The badge itself appears as a standard 5 pointed star. Smaller stars will be embedded at each point upon reaching a new star ranking within the Guild.
Notable Guilds:
Blade Bringers- A collection of Veteran Soldiers skilled in bladed melee weapons.
Guild Leader: Allan Digby, Human
Oath Bearers- Clerics and Paladins. They will travel far and wide to bring down divine judgement on any unholy foe.
Guild Leader: Mulim Lightguard, Aasimar
Shadow Hands- Information gatherers and infiltration experts.
Guild Leader: Duncan
The Monastic Orders- Warriors who excel at hand-to-hand combat. Offers spiritual guidance. Trained to unlock hidden potentials through harsh physical and mental discipline.
Guild Leader: Linzu Ambertop, Halfling (F)
The Hammer Club- Nothing gets the point across like a large, blunt object to the face of your foes. Need we say more?
Guild Leader: Lengen Stonehandle
Rampagers- Harnessing the power of unbridled rage and fury, the Rampagers will tear your enemies asunder. (Advisory notice, try not to watch them as they ‘work’ if you have a weak stomach)
Guild Leader: Kramul Skyhand, Goliath
Acquisition Incorporated- A Multi-dimensional company dedicated to the acquisition of artifacts. Less of a Guild for Hire and more of a source of income and experience for Hirelings.
Guild Leaders: Omin Dran, Jim Darkmagic III
Sange Orders- Monster hunters who hold the line at the Scarred Lands. Wielding odd powers, they are experts at tracking and slaying otherworldly entities.
Guild Leader: Brilia
Charmers- Entertainers, Muses, Musicians and Storytellers; the Charmers have a tenacity for arcane inspirations that lend themselves as sturdy support roles for any fighting force.
Guild Leader: Nilli Smoothsong, Gnome (F)
Long Shots- Archers and Riflemen. Their ability to hit a target well beyond the expected limits of most ranged weaponry is borderline supernatural.
Guild Leader: Landon Flemming, Human
Spell Slingers- An umbrella name for any Hireling Mage from the Arcane Imperium. Combat specialists, support casters, healers and enchanters.
Guild Leader: Umari, Tabaxi (F)
Trappers- Specialists in hunting dangerous animals and monsters for the purposes of capture and delivery to the client.
Guild Leader: Aeleriah Summertrail, Aarakocra (F)
Fortune’s Favorites- Jack-of-all-trades guild that uses their good fortune to aid allies or woe foes.
Guild Leader: Megan Riley, Human (F)
Stelleran Tribes
Report Filed by Care Weaver Peterson Hectors of the Cerulean Trove regarding the Stelleran Tribes of Le’Hyr. Year 800.
The Island of Le’Hyr was discovered in the year 325 by a wayward fishing vessel several hundred miles South of the Island of Meori. Up until this time, it was believed that there was naught but an endless ocean in its place. This was most likely due to the carelessness of previous cartographers. In present day, the Isle of Le’Hyr is home to many fishing and whaling ventures on it’s singular Terran Union recognized coastal town of Greenwood Harbor, while the rest of the island is covered in thick swampy bogs and home to simple tribe folk. This is the knowledge presented to the rest of the world. The island natives and their culture, however, is worth academic study.
The Stelleran Tribes are native to the Island of Le’Hyr. They choose to make their homes deep within the islands ‘Perma-Bog.’ These tribes were never given much thought or attention from the Terran Union as they did not cause problems during the development of Greenwood Harbor or it’s businesses. They have fairly friendly interactions with newcomers but advise caution while traveling to the Perma-Bog without a guide as it holds many dangers for outsiders.
The Stellerans have an entirely different view of divinity as they find comfort in the worship of stars and other celestial bodies as if they are gods. There are 8 Stelleran tribes and each one is beholden to worship and pay tribute to a specific named ‘Star God’. The 8 Stelleran Tribes and their dieties are as follows:
Caiphon Tribe, worships The Purple Star. This tribe meditates and contemplates the Purple Star and are granted visions on how to interact with other tribes albeit for peace or for war.
Acamar Tribe, worships The Dead Maw. The people of this tribe appear very emaciated while believing whatever sustenance they take in will feed The Dead Maw instead of themselves.
Hadar Tribe, worships The Dark Hunger. This tribe partakes in rituals where they consume living creatures, believing that The Dark Hunger will feed on the creatures life essence through proxy of its worshipers.
Delban Tribe, worships the Star of Ice and Hate. This tribe has a ritual where they submerge themselves in freezing water in an attempt to commune with the Star of Ice and Hate. If successful, they are granted protection from all forms of cold and cold environments.
Gibbeth Tribe, worships The Unknowable. This tribe is by far the most approachable as they are perfectly content with the ever changing state of the world and its people. For they believe that when The Unknowable becomes known, all of reality will be unmade, so there’s no need to worry about anything.
Khirad Tribe, worships the Star of Secrets. This tribe receives divination blessings and secret knowledge through tribute. Though the exact means are unknown at this time.
Nihal Tribe, worships the Serpent Star. This tribe has an affinity for snakes and maggots. Very little is known or pondered about this tribe.
Zhudun Tribe, worships The Corpse Star. This tribe claims to have the ability to raise the dead; a gift bestowed upon them by The Corpse Star.
The Stelleran Tribes claim their purpose is to fulfil the will of their Star Gods and prepare for their eventual arrival. The following is what I could gather on their overall beliefs and goals:
The Star Gods are said to be the masters of life and existence as we know it. After primordial life first took root, the Star Gods traveled beyond the light of creation. There in the darkness, they wait for a time when the stars are right, so they may return to their mortal creations and usher a new age of prosperity and enlightenment.
During the Terrible Solstice (a time when both moons are full every 250 years. Last time was 590), the Star Gods will manifest omens to herald their arrival. According to visions granted by the Stelleran Tribes, the next Terrible Solstice is meant to encourage or ‘herald’ specific events. They are detailed as follows:
“In the wake of the bleeding sky, the song of pale shadows will drown the memory of those it consumes.
The pale shadow stalks and sings beneath the echoes of dark roots, within the pool cradled by rock and ice, and hidden where true is false and false is true.
Souls of the damned will burn in emerald flame, the night sky will bleed upon the world, and 1 of 100 will arise to walk the path of the Tarnished.
After the Tarnished consumes the spoils of the pale shadows, it will travel to the Vessel. And thus a new being shall rise from the depths; a Star God will walk among the waking world once again and deliver unto creation a new epoch of salvation and happiness.”