Organisation ressources is the limit of items that the organisation can buy/sell. Every ''chapter house'' varies of course, but this is a general guideline.
Favored class is what people are most likely to be in the organisation.
Average level is what people in the organisation are most likely to be at, if you look at the witch hunters, you'll notice you are slightly above average, we will assume you guys did 2 mission together already, if that is cool with you guys. I will give you details of those missions later.
For now, enjoy my wonderous creativity (I appologise for any sort of copyright infringement that people may feel I am doing, I get inspired by a lot of different works here, and this is my first time actually making a world from scratch, I'll maybe dawdle a map later on.)
MAJOR ORGANISATIONS
The sect of the five way rune.
(This is how other people view the sect):These people pray to magic, believe in magic, it is their lover, their shield, their sword, their sole purpose in life. They revere the entirety of magic, although no one is sure if it has a conscience, a patron, or where it came from. What IS sure, is that priests of the five way rune do gain cleric spells, and impressive powers over magic in this world.
The Keysackran view: Several centuries ago, when the founders of Keysackra started teaching magic to their citizens, they started believing in magic. This belief, when shared by hundreds of individual, started to express itself in some ways, in some individuals. Later, these individuals, beings able to control the ''faith field'' of magic that existed, became known as sectists, or clerics of the five way rune, as this field was later named, due to a rune that appeared out of nowhere in the temple. Faith studies can be learned in high school, and specialised in higher studies.
Most mages are faithful of the five way rune, although that is not all of them. The kingdom of Keysackra embraces the sect of the five way rune as a majority.
The sect is divided in two circles:
Low circle: this is the circle of students, apprentices, and mid levelled mages, they are the more numerous circle, but are far less powerful than the higher circle. Nevertheless, they carry their business and hope to gain more understanding and knowledge to one day make it to the higher circle
High Circle: Archmages and other very powerful spellcasters make up this circle. You have to be a member of the low circle to gain access to high circle resources and knowledge.
Members:
Low circle: less than a hundred by kingdom, although Keysackrahas several thousand believers.
High circle: about a dozen, maybe less by kingdom. Keysackra has around 5000 high circle casters
Organisation Resources:
Low circle: 20 000 gp
High circle: 150 000 gp
Average Level:
Low circle: 1-10
High Circle: 11-20
Favored class: Wizard, Cleric, Dweomerkeeper, Archmage, Mystic theurge, Arcane Disciple, sorcerer, duskblade, spellthief, beguiler, artificier.
Harren'daen'kar
The witch-hunters.
an organisation totally devoted to the eradication of sorcerers, hostile monsters, and other atrocities of this world.
Think a bit like the anime claymore.
basically, races that are accepted vary by kingdom, but are mostly the following:
Humans
Elves
Dwarves
Half-elves
Halflings
Gnomes
Any other races is mostly ostracised
However, Harren'daen'kar is an organisation that uses ''monstrous races'' against other monsters. They see clearly that not every monster is evil, and that when they see the light, they can be very useful in quelling down ''hostiles'' .
The uniform is a black clinging ''kimono style'' suit, with a brown long flowing trench coat over it. The whole thing is completed by a red scarf. the badge is usually on the arms.
Organisation ressources: 15 000 gp limit
Members: 300 in your starting kingdom
Average level: 8
Favored Class: Occult Slayer, Witch hunter
Gaye Luakslit Bubifat
The bounty hunters
Where the witch-hunters hunt monsters and spellcasters, these guys hunt humans and other accepted races who have commited crimes. every non-monstrous race is accepted amongs the bounty hunters, and they have a very good recovery rate. Most of the time, if they don't succeed in bringing you back, it's because you fled into monstrous lands. And then... well... chances are your dead anyways.
If you need someone brought to you, these guys are the ones you must contact.
If you're a bounty hunter not affiliated to the bounty hunters, chances are you'll go from free-lance bounty-hunter to free lance bounty-hunter tied up in the middle of the forest.
Organisation ressources: 20 000 gp limit
Members: 300 in your starting kingdom
Average level: 6
Favored Class: Bloodhound, ranger, urban ranger
The church of TenThe followers of the way
The cult of the betrayers