Chronicles of Theyla
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In a land of relics and magic, Kingdoms struggle to survive and prosper. There are some who stand on the side of good and others who stand on the side of evil... In this ever-changing land, which side will you stand for?
 
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 Factions of Adregon

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Join date : 2012-03-26

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PostSubject: Factions of Adregon    Factions of Adregon  Icon_minitimeTue Mar 27, 2012 5:23 pm

Factions of Adregon

Below are the groups/organizations you are able to join or even lead as a member of the forum. Leading a faction requires administrative permission. Also added will be the rank or hierarchy for every faction, and that ranks basic responsibility. The number of positions available may change in the future. Keep in mind that the positions available to a member below are not the only positions someone can take. On the character application, members will be allowed to create their character's own occupation without having to be limited to a faction's if they so choose to do that.

Royal Court

The Royal Court encompasses the royal family, second families, tertiary families as well as those who provide for the Royal Family in some way. For example, the Court Mage, Manservant of the Prince, the Court Physician, a Nobleman directly associated with the royal family or even a family friend, etc... If a character is associated with the royal family, then he/she will more then likely be a member of this faction. In the perspective of outsiders the "Royal Court" are the insiders; the people who know what is going on well within the castle walls. Often styles of the era and rumors branch out from inside the walls of the castle.

NOTE: This faction has no ranks. If a character plays the role of someone who would serve in the royal court, then they'd be placed into this category.

Ebon Wing

The Ebon Wing was founded by the new King of Adregon to replace the "Royal Guard" of past kings. They serve as the King's secret service, and are given top-priority tasks to undertake, that not even warriors of the Royal Army would normally be sent on. Not only do they serve as the King's secret operators and chief defenders, but also his enforcers. For example, if diplomacy fails to work within Adregon, the King will send out the Ebon Wing under the cover of the night to personally deal with those who seek to create chaos within the castle walls. Not every Knight can simply become a member of the Ebon Wing. Each and every member has earned the loyalty and trust of the King of Adregon in some way, also the knights typically have prior experienced within the Royal Army.

Equipment: The Guardsmen of the Ebon Wing don fine and durable silver-plated armor, over light chainmail. The chainmail enables further flexibility, and the silver gives them some resistance (25%) to magic. Coupled with the armor, is a ceremonial mask bearing a stern but motionless face, used by the Ebon Wing to intimidate their foes with a terrifying visage. All knights of the Ebon Wing wear a navy blue cloak with a hood, finalizing their fearful demeanor. A badge with the "Black Bird" coat-of-arms keeps the cape/hood attached to the armor. Finally, knights of the Ebon Wing typically wield a silver longsword or polearm.

# of Positions Available

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Circle of Magi

The Circle of Magi is the only legal organization meant for mages to practice and study magic within. They are funded by the King, and serve the King of Adregon. Their pledged allegiance to the King comes before the pursuit & study of magic. The Court Mage serves as the Circle's public representative and magical adviser to the King. The Circle of Magi's base-of-operations is within the castle walls, where the King and the Ebon Wing can keep an eye on them, and oversee their operations. Those who make up the Circle of Magi, are typically experienced mages who wanted to continue their studies well within the sanctity the Kingdom of Adregon had to offer them. The only price for serving in the Circle of Magi is swearing allegiance to the King and Adregon.

Equipment: The lower ranked mages of the Circle of Magi typically wear cloth robes with commoner undergarments, and the higher in rank they get the more decorative their robes become and the more layers their robes have. Higher ranking members of the Circle of Magi wear double or even triple-layered silk robes to convey their authority and level of magical studies within the Circle of Magi.

Ranks & Positions Available

*Ranks will be listed from highest to lowest.

Arch-Magister: The Arch-Magister is the title given to the highest ranking member of the Circle of Magi, and can only be given out by the King himself. With this title comes the highest level of responsibility that could be warranted to any mage within Adregon. The Arch-Magister is primarily tasked with overseeing the operations of the Circle, initiation into the Circle, and generally administrate the Circle with jurisdiction over the rest of its members.

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Lorekeeper: The Lorekeeper is the one mage uniquely responsible for monitoring the royal & magical archives, and keeping the center of knowledge in check. The title and responsibilities of a Lorekeeper are honored within the royal court and the Circle, and the Lorekeeper has always been a man or woman of an elderly age with the most experience in the castle walls. The role of a Lorekeeper is largely independent, and he/she may find themselves spending the majority of the night and day in the grand archives. The Lorekeeper is also the one member of the Circle of Magi whose say in the Circle counts almost as much as the Arch-Magister's own.

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Master Wizard: The Master Wizards are few of the Circle's most experienced mages, and due to their experience and level of understanding and utilization of magic, mages earn the Master Wizard rank. Master Wizards are required to have mastered not one school of magic but two to even qualify for the rank in the Circle, what also counts is their experienced with different fields of magic, which is why many Master Wizards are aged and seasoned with adventure all over Adregon and possibly beyond the Kingdom's borders. Their primary role is a senior instructor and advisers to the Arch-Magister.

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Court Magister: The Court Magister is another unique rank within the Circle of Magi. The Court Magister serves as the Circle of Magi's public representative in the royal court, as well as the magical adviser to the King and the people of Adregon. The Court Magister is expected to have a decent understanding of magical history & lore; well-versed in the utilization of magic as well, with the level of a Magister.

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Magister: The Magisters are adept spellcasters who make up the majority of the Circle of Magi's members. Every Magister is always looking for a chance to shine in order to prove their level of practice & study of magic to their superiors, so that they may one day be honored with more access and authority in the Circle. Magisters are often the ones who are sent beyond the castle walls to observe and experiment with magic. Those who leave the Adregon's capital city are plainly referred to as "Field Mages" and are required to have a badge of royal service to use magic outside of Adregon's capital.

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Apprentice: Apprentices don't share any of the freedoms their superiors have. What they do within the Circle of Magi and how they learn whatever it is they're studying depends entirely upon the Magister teaching them. Apprentices often work in small classrooms with one another, while being taught the fundamentals of magic, and basic spellcraft. Typically an Apprentice carries a spellbook along with them wherever they go as a reference for casting low-level spells.

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Royal Reconnaissance Service

The Royal Reconnaissance Service serves as the Kingdom of Adregon's eyes and ears in places most wouldn't dare venture out to. They are tasked with the infiltration, exploitation, espionage, sabotage and possibly assassination of other individuals or powers. They operate in secrecy and serve the King of Adregon directly. Their biggest problem is the Underdark, a shadowy coalition of powerful crime lords. Often the R.R.S. and the Underdark clash violently. The Ebon Wing, being the King's secret service don't necessarily trust his shadowy operators.

Equipment: The Agents of the Royal Reconnaissance Service blend in with the environment and the people in that environment, so the clothes they wear often serve as disguises. Most of the Agents are trained in light-armored combat, with a knack for concealable weaponry such as shortswords, daggers, throwing knives and bows.

Ranks & Available Positions

Secretmaster: The Secretmaster is the leader of the Royal Reconnaissance Service, and he gives the entire agency some direction, while overseeing its operations and keeping its members in check. The Secretmaster is in charge of monitoring all the leaders of the organization, and can reassign any other agent at will. The Secretmaster answers only to the King of Adregon.

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Ferrow: The Ferrows make up the Board of Directors and answer directly to the Secretmaster of the Royal Reconnaissance Service. They make sure the agents and operators within the R.R.S.'s ranks are kept up-to-date and actively on-duty. The Ferrows typically operate in secrecy, relaying messages to subordinates from afar using couriers while they tend to higher level missions required of them by the Secretmaster.

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Captain: The Captains of the Royal Reconnaissance Service are placed in charge of the agency's day-to-day missions, and the missions that require more than a couple of agents. Each Captain is tasked with a five-man cell including themselves on missions of higher risk. Otherwise, a Captain may solo on missions like Agents do in standard-level missions.

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Agent/Operator: The Agents and Operators of the Royal Reconnaissance Service serve as the organization's main body. The way things normally work within the I.R.S. is one Agent & one Operator. Operators are often tasked with surveillance and obtaining background information of the target or otherwise as well as blueprints and navigation. Once the Operator accomplishes his/her task, the Agents are sent in to infiltrate and complete the objective as a whole. Often the Agent and the Operator cooperate together in order to accomplish the mission.

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The Underdark

The Underdark is an underground coalition among crime lords. These crime lords are founders of gambling, relic and drug trafficking among other things. What makes this alliance so frightening is the numbers they have under their management. More times than one have the Underdark threatened the Kingdom's state of well-being, and it continues to do so, since the headquarters of the Underdark are unknown, and whenever bases are found and destroyed, the Underdark always have others spread across the Kingdom. The Underdark is known for imposing its influence on many towns, and villages. They have members in high places, and their numbers are primarily contract-killers, bodyguards, armed traffickers, bandit bands, bounty hunters, thieves, assassins, evil mages and even wild beasts tamed with criminal intent. It is run by a committee consisting of 7 Crime Lords - yet unknown Crime Lords. The Royal Reconnaissance Service is the chief combatant of the Underdark's criminal operations.

Equipment: The Crime Lords of the Underdark usually wear noblemen or noblewomen clothing, to express their wealth and power, and may in fact be of noble-birth. Lieutenants can vary with what they wear, since they are on and off of the field when they need to be. While on-duty they typically wear armor and are armed. The Bounty Hunters, Assassins and Smugglers vary in what sort of armor or weapons (if any) they wield, since they come from all over Theyla.

Ranks & Available Positions

Crime Lord: The Crime Lords make up the Committee which oversees and indirectly lead the criminal underworld. They are very organized, and are very cautious about their standing in society, and how they mete out their dirty work. A Crime Lord's greatest concern is his/her own well-being and wealth. Typically these Crime Lords are motivated by lust, greed and uncommonly vengeance. They meet with their employ in remote locations that give them a sense of security, and return to wherever it is they live once the work has been handed out. Every Crime Lord is presumably rich and powerful.

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Lieutenant: Every Crime Lord has a second-in-command who helps them with their day-to-day operations and who are often more flexible than their leaders. These Lieutenants order those in the Underdark's employ more directly, and usually maintain a low-profile. If ever a Crime Lord fell from power or his/her syndicate declined, it is the Lieutenant who is bound to take on the new role as leader.

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*The other ranks below are not a part of the hierarchy.

Bounty Hunter: The Bounty Hunters are the ones responsible for catching the Underdark's most wanted either dead or alive. They typically come from all over Theyla with some background as a combatant. They serve the Underdark seeking wealth, and will use everything at their disposal to identify their target, pursue their target and capture their target. The Underdark is well-known for having skilled Bounty Hunters in its ranks.

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Assassin: The Assassins are the ones responsible for stealthily/slyly killing whoever their target is, and often returning to a Lieutenant with the target's head as evidence, or something that only their target would normally wear. These Assassins are trained to keep everything they do in secrecy, and are often very meticulous fighters. In order to ensure that they can get in and out of the targeted area without being arrested, they often hide their faces and usually operate after sundown.

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Smuggler: The Smugglers of the Underdark are one of its most important players. They're the ones who keep the business alive, and ensure that others can trace them or their wagon to and fro its destination. There are many Smugglers in all corners of Theyla, because they are needed most in order for the Underdark to remain as wealthy and powerful as it is. After having exporting or importing their goods, they get a portion of the Crime Lord in charge of their operation's cut. This 'cut' can vary depending on the Crime Lord, but it's a lot of coin anyways, otherwise their Smugglers wouldn't be as good as they are at doing their job.

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Dark Sorcerer/Sorceress: The Dark Sorcerers/Sorceresses of the Underdark are what many lawful mages fear. They are known to be ruthless and sinister in nature, who pursue the practice & study of magic for their own selfish reasons. Crime Lords use these Dark Sorcerers/Sorceresses in order to get things done with the addition of magic; or to discuss matters of magical history and lore. Largely the Dark Sorceres/Sorceresses have their own ambition, and their service within the Underdark is only there for them to bide time for a greater plan.

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Druids

Druids are a nomadic people who still practice and study magic despite its illegality. The Druids are divided into different Druidic Circles, and each Circle is run differently, however most Druids are looked upon as pacifists who seek to ensure peace while still being allowed to practice and study their magical inheritance. By law, what they do is against the King's authority, however they are not all hunted down, they are usually left alone while they wander, but that doesn't mean that if they're ever caught, or brought to the King's attention that they will not be pursued and dealt with. The Druidic Circles never congregate anywhere together, because they'd only be drawing attention to themselves.

Equipment: Druids typically wear robes colored shades of green, giving off their ties to the natural world around them. Many higher ranking members of Druid culture & society have marked themselves with old symbols of nature and magic. Otherwise, not much distinguishes an Elder from an Acolyte, aside from their level of ability. Every Druid often has a bag of herbs wrapped around his/her torso, since all Druids have a basic understanding of alchemy.

Ranks & Available Positions

Elder: The Elders in a Druidic Circle are often much older than the rest of their Circle or tribe. With their old age comes much wisdom, which is what the Elders are known for. Their characteristic wisdom guides their Druidic Circle to safety and prosperity, and usually they take on the role as leader(s) of a Druidic Circle.

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Shaman: The Shaman of each Druidic Circle is unique, in that it's the only rank that actually requires one to be a Seer of sorts; with the gift of precognition or prophecy. Shaman often vary in age and ability, but all are able to gaze into the future in some way. The Shaman are honored by their kin, and there is ever only one for every Druidic Circle.

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Druid: The Druids make up the majority of a Druidic Circle. They not only practice and study magic, but they also share their arcane knowledge and understanding with the rest of their Circle. They are pacifistic, following the Magorium Codex, and often neglect to use magic to do others harm or possibly death. The Druids are known for their generosity and kindness.

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Acolyte: The Acolytes make up the youths who find their way to one of many Druidic Circles. They practice and study magic, but are always under the supervision of a Druid or otherwise. Acolytes play an important role to all Druidic Circles since they make up the future generation of mages who will keep the Druids's legacy alive in Adregon. They are often sent out on menial tasks.

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Order of the Auriferous Dragon

What has now become the Order of the Auriferous Dragon was more or less a small fraction of the Royal Guard, and the ordained Kings' Royal Army. After the new King usurped Angelus's throne, those who were indefinitely loyal to Angelus's old regime were sentenced and executed by the new King's Royal Army. However, it was impossible for the new King to eliminate everything that had once been, and few of the monarchies soldiers and even fewer Royal Guardsmen went into hiding. As the months continued they coalesced into what would eventually become the Order of the Auriferous Dragon, an honorable Order of knights, who would fight injustice and overcome all evils thrown at them. Their coat-of-arms is the old royal family's: a golden dragon with a red background. These warriors are willing to take tasks that not even a Royal soldier on his payroll may be up for by himself. The people sometimes refer to the Order simply as the "Fighter's Guild" but that is not its name. Those that make up the Order were once loyalists to the old King, who managed to escape the new King's judgment or they were once swords-for-hire who decided they wanted more of a purpose, or more gold.

Equipment: The Order's leaders wear gold, embellished armor. Otherwise, some of its members might wear their old gear from the Imperial Army of times past, or simply armor they've picked up on or purchased elsewhere. One may even see an unarmored Knight in service of the Order. The knights of the Order wield a wide array of weaponry, but more often than not they wield a longsword.

Ranks & Available Positions

Knight-Commander: The Knight-Commander is the Order of the Auriferous Dragon's leader and commander-in-chief. The Knight-Commander not only guides and manages the Order, but he/she is supposed to be their best and most honorable fighter. The Knight-Commander is chosen by knights of the Order to lead, and if ever there is a challenge over his/her authority he/she is expected to accept it and defend his/her place.

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Kingsman/Kingswoman: The Kingsmen serve as the leaders of the Order, who keep it in check. They are typically tasked with handing out new assignments, obtaining new assignments from clients and secondly leading the Order in times of war or otherwise. They've earned their right to give out the orders and start taking charge, and so that is what they primarily do. However, that isn't to say they may or may not go out on assignments with their subordinates.

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Knight: The Knights make up the majority of the Order's members. They are named so, because they've all pledged to uphold the Code of Chivalry at all costs. They are expected to live honorably, and die honorably. They've all extensively trained in order to earn their role as a Knight of the Order, and this role are what all Squires hope to achieve.

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Squire: The Squires of the Order haven't earned their right to be considered a full-fledged Knight of the Order. Squires are typically the youngest, and are always the most inexperienced within the Order. They are capable of carrying out low-level assignments on their own, but are otherwise expected to follow in a Knight's footsteps and serve that Knight as a servant would for his/her lord or lady. When they feel they are ready, Squires are expected to challenge a Knight to an honorable duel. If it ends in a victory for the Squire, or a draw for both... The Squire has earned his/her place in the Order.

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Thieves Guild

The Thieves Guild is a collection of various individuals, who tend to be exceptionally good at one particular "trade" than other members of their society: thievery. Often the members of the Thieves Guild were born and raised as lower-class citizens of the Kingdom of Adregon, and from their perspective the wealthy didn't half earn or need the luxuries at their disposal. All members of the Thieves Guild operate in secrecy, and its higher ranking members are typically responsible for housing their guildmates in time of need. What they do is wholly illegal, so every member of the Thieves Guild have something to lose. They abide by "Honor among thieves." and do not steal from their fellow members who have earned their place in the Guild; they aren't murderers, and often avoid committing even more crime either because their moral compass, or because they don't want to leave a trail behind.

Equipment: Members of the Thieves Guild typically wear leather armor or other light material for protection if they ever fall into trouble during an assignment. When stealing they may or may not keep their hoods raised or have their faces masked to help conceal their identity.

Shadow King/Queen: The Shadow King/Queen is his/her own man/woman. They meet with the Doyen in secrecy in order to assess the members of the Thieves Guild, manage the Guild, change policies, share invaluable information or issue out special assignments. Rarely does the Shadow King/Queen actually work with or even meet the members of the Thieves Guild who are not Doyen, due to risk of compromising the Shadow King/Queen's untraceable status. The Shadow King/Queen trusts no one but the Doyen of the Thieves Guild.

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Doyen: There are three Doyen in all, based within different regions of Adregon. They serve as the Thieves Guild's direct commanders and organizers, who guide the members of the Thieves Guild, and give the members of the Thieves Guild new assignments. The Doyen have earned their respect and trust within the Thieves Guild, and are the only ones privileged with actually meeting the Shadow King/Queen when he/she needs them to.

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Shadowfoot: The Shadowfoots are the more experienced members of the Thieves Guild, and are the ones with the most potential to actually earn a promotion up to Doyen. They are given higher-leveled tasks from the Guild's doyen. Due to their experience, Shadowfoots are often more careful with their assignments but have the higher success rate.

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Prowler: The Prowlers make up the majority of the Thieves Guild's thieves. They are usually the ones tasked with risky but altogether standard assignments expected of them. They have yet to earn the trust of their superiors.

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Cutpurse: The Cutpurses are the Thieves Guild most novice-leveled members. Looked at as "fresh-meat" by other members of the Thieves Guild since they haven't even proved to their fellow Thieves that they can steal anything at all successfully. They are often the target of harassment from the Shadowfoots, and they still have a lot to prove to the rest of the Guild. They are typically given very menial tasks such as cleaning and humbly serving other members, and when they do get assignments pertaining to the Guild, they are often very low-risk ones.

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Royal Army

The Royal Army loyally serves the new King and make up his regime. They are largely comprised primarily of knights with skills in many to all martial arts, but also of experienced mercenaries and new recruits from all over Adregon. The new King's regime is feared by many throughout Adregon as a fierce and revolutionary force of warriors. In the present day, the Royal Army of Adregon is perhaps Theyla's finest; renowned for its versatility and adaptability in times of war or other conflictions.

Equipment: The more wealthy the King's warrior, the better their equipment. However, the less fortunate recruits of the Royal Army typically don light chainmail, armed with steel longswords, shields and even armor. The knights of the Royal Army however, have steel-plated armor over chainmail at the very least, and all posses skill with horsemanship.

Ranks & Available Positions

Commandant: The Commandant of the Royal Army, though not commander-in-chief, more directly leads the new King's regime. Within the Royal Army, all judgments are ultimately passed by the Commandant. The Commandant organizes and manages the Royal Army. He/She also has a high political standing within the Royal Court.

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Arbiter: The Arbiters of the Royal Army, serve as its generals and admirals. They answer only to the Commandant, and all other soldiers of the Royal Army are expected to unquestionably answer to the Arbiters, bringing up any disputes with the Commandant him/herself. Mose Arbiters are often the brains during wartime, and very few go out on the battlefield themselves to lead their men directly.

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Lieutenant: The Lieutenants serve as the advisers of the Arbiters, and their authority within the Royal Army matters much to their fellow soldiers, since they aren't the type of commanders who usually strategize in the main camp during a battle. Instead their duties are to relay the strategies of the Arbiter to that Arbiter's troops, and to lead them according to an Arbiter's plan of battle.

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Captain: The Captains of the Royal Army are placed under the service of a Lieutenant usually, and help lead the soldiers into battle, along with the Lieutenants. If ever something has happened to the Lieutenant in charge, the Captain(s) are placed wholly responsible for the men and women at their disposal, and are expected to take command. Based on how they do as a leader in the Royal Army, their promotion within the Royal Army is assured if they do an exceptionally good job under pressure.

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Sergeant-in-Arms: The Sergeant-in-Arms of the Royal Army, or Sergeant, are the more experienced soldiers of the Royal Army. Through the display of their skill, courage and loyalty to the Royal Army, Privates earn this rank. Sergeant-in-Arms are more highly regarded, and less looked upon as disposable by superiors. Within a noble's escort are Sergeants-in-Arms over Privates.

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Private: The Privates of the Royal Army are trained warriors, who have little to no experienced actually on the battlefield. They were once Squires who earned their place within the Imperial Army through a show of promising discipline and skill. Nonetheless, Privates of the Royal Army are looked at as expendable by higher command, and are placed at the most risk -- on the frontlines during wartime.

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