legendsrpg.com
  • HOME
  • RACES
  • MONSTERS
  • REALM
  • KINGDOMS
  • FACTIONS
  • CHARACTERS
  • PANTHEON
  • CAMPAIGN
Picture

NOTABLE FACTIONS


THE BLACK HAND
The Black Hand is the largest and most powerful thieves guild in the realm. It is based out of the city of Daggerfall in the Western Divide but has a presence in almost every major city. This organization values secrecy and anonymity above almost all else and is setup as a large number of small and independent units deliberately designed so that no single member or unit possesses full knowledge of its operations, member identities or assets. There are multiple Guildmasters who control their own regions and report to a single Grandmaster who's identity is only known to them. The Hand is involved in all manner of illicit activities including: burglary and theft, smuggling, fencing, information brokering and blackmail, forgery, protection rackets and even assassinations. Those that need to operate in complete secrecy usually have a hand tattoo that can be covered up where as those who are enforcers or goons will display it proudly on their clothing as well as having a tattoo.  ​
Picture

THE BLADEMASTERS
Blademasters or Kensai as they are sometimes called are highly trained fighters who specialize in bladed weapons of all kinds. They originated in the Far East but foreign masters have brought home this unique training regime to the west, each adding their own unique flavor to the mix while keeping the core traditions alive and well. There is no real organizational structure to this group as they are only interested in passing on knowledge and philosophy though their is said to be a Grandmaster Sensei of the Kensai temple in the Far East who keeps an eye on all who are trained in this discipline. Blademasters keep track of their progress and prowess with a red sword tassel attached to the hilt of their swords, each knot in the tassel representing another level of achievement. Your first knot is added at level 1, then again at levels 3, 6, 9, 12 and 15. Tradition holds that their can only be one Grandmaster and when one rises to that level he must issue a challenge for that place of honor.   
Picture

THE COVEN
The Coven is an ancient organization made up of witches (all female) that long ago discovered the secrets of arcane magic and keep that tradition alive, passing it down from one generation to the next. The organization was nearly wiped out after being accused of working with dark powers and using dark magic but managed to survive in the shadows and by attempting to blend in with common folk keeping their arcane abilities a closely guarded secret. Scholars disagree on the truth of the accusations regarding dark pacts with demonic forces or the use of dark magic, but most agree that there is likely some truth to it, at least long ago when they first learned how to use magic. The long term goals of this organization is a mystery though most believe they are in league with Soros or other dark forces to infiltrate and spread evil throughout the realm. Leadership is composed of a Elder Mother who advises and protects her many "daughters."
Picture

THE FOUNDRY
The Foundry has only been around for about twenty years but in that time has already had a dramatic impact on the entire realm. The Foundry is the name of the school setup to explore and advance new paths of science and technology. Innovation and invention are the key strategies of this school which includes the most comprehensive academic curriculum available, which includes fringe experts on young fields of study like science, engineering and technology. Alchemists, Artificers, Enchanters and Warsmiths all have their own specialized fields of study and make up the bulk of the student body. This elite school has a difficult entrance exam and turns away many applicants each year, allowing only the best and brightest to add their unique skills and abilities to the collective therefore ensuring that the school continues to expand its offerings each year. The Foundry is located in the Eastern Alliance and is largely responsible for the cultural advancement of the nearby city of Perth.   
Picture

THE GUILD OF SCHOLARS
The Guild of Scholars was formed long ago by Laurentis of Paramor, thought to be the brightest scholar of his age. The Atheneum was commisioned and built at this time, a massive library which would become the repository for knowledge and information spanning the entire realm. The primary mission of the Guild of Scholars, as the keepers of this knowledge would become to be known, was to gather, preserve and protect history and the knowledge and the secrets that it held. Laurentis would become the first Loremaster, an elite operative working to secure ancient knowledge and magic to keep it safe from abuse. In recent times the Guild of Scholars and the Order of the Magi have a solid alliance working together to preserve and protect not only magical secrets but historical and cultural lessons learned over the various ages of men. Most who hold power at one time or another find themselves asking for the help of the Guild and its treasure trove of information. 
Picture

THE HARBINGERS
The Harbingers are a secret organization dedicated to the preservation and protection of elemental balance and the natural order of the realm. Its founder Yendra is a powerful elderly wild elf druid who can be found in all corners of the realm advising kings and commoners alike and working to be a thorn in the side of Soros and all those who would upset the natural order. This organization is made up of hunters, mercenaries, minstrels, outlaws, outriders, savages, shaman and trackers. It also accepts members of almost any race who are dedicated to its cause. Those who receive the pin that names them a harbinger are always on alert but carry on normal lives until a specific need arises for them to be called upon to uphold their oath and protect the realm. Many commoners who have resources and the heart to serve are also bearers of the harbinger pin, providing shelter and aid to those who need it and serving as the eyes and ears of the organization all across the realm.  
Picture

THE KNIGHTS OF THE WESTFOLD
The Knights of the Westfold follow an ancient tradition of chivalry and service to a noble lord, or at least that is how it used to be. The Knights of the Westfold are as varied as the lords they serve, whether noble or petty or somewhere between. Hedge Knights serve lesser lords with little wealth or influence where Noble Knights might hail from a prominent family and enjoy the benefits of their status while serving the realm in whatever fashion they see fit. The oath that all knights swear includes a duty to the gods and their leige lord, defense of the weak including women and children, valor and courage in battle and justice and mercy to be served equally to those who deserve it. In the days of old those oaths were adhered to or one would be held to account but in recent days it seems that they are more like unrealistic goals and quickly dismissed when inconvenient. Knights are all expected to attend courtly events, tournaments and be ready to be called to war if needed.
Picture

THE ORDER OF THE MAGI
The Order of the Magi is arguably one of the most powerful and influential organizations in the realm. It is the only accepted school of Arcane magic and has long used its immense power to influence the commoner and noble alike. The leadership of the Magi calls itself the Magisterium, a council made up of six of the most powerful and influential leaders of the Order, this always includes the high seat of the Grand Magus who is in charge of running the tower in Oldetown where students from all over the realm come hoping to be accepted into the Order and trained as a Magi. There are three distinct factions within the Order: The Magus (arcane spellcasters), The Seekers (artifact hunters) and the Spellblades (spellcasting fighters). Though these different factions operate independently they each answer to the Magisterium and begin their training in the tower. The Magi consider protecting the secrets of Arcane magic their primary mission and view all wilders as a direct threat to the realm.
Picture

THE TRIUMVIRATE
The Triumvirate is the accepted faith and religion of the realm considering all others heresy. This religion acknowledges three primary gods (The Divine Trinity or Triad) whose power created all things and is in fact represented by the realm itself (Arnos, Mythos and Soros). The religion accepts that their are lesser divine and infernal powers but that they are allowed to exist only by the grace of the divine trinity and through the interpretation of celestial law as set forth by Arnos himself. The religion teaches that Arnos delivered the first Sanctus Libra to the race of men long ago on a hillside where the city of Alandor now stands. This holy book contained the twelve edicts that men would follow to ensure that they would be welcomed home in Elysium after death. The Church of Light is the largest of the three factions though the Druidic Circle is prominent among the elven race. The Church of the Evernight often practice in secrecy though there are some temples in the dark corners of the realm. 
Picture

THE WATCHMEN
The Watchmen is the name given to a unique group of defenders of the north. This ancient order was formed long ago by a powerful king who thought to give men a path of redemption by pardoning their crimes for service defending the northern borders of his kingdom. In recent days men who have commited crimes are offered terms of service in the form of an oath, they are sent north to defend one of the many keeps and castles that stand against the dangerous threats that routinely seek to push further south into the more populated regions of the realm. These terms can range from one year to ten years depending on the nature of the crime being forgiven, though most never return home. Life in the north is difficult even when their is no direct threat to face, they train in survival techniques and combat, maintain the aging keeps they call home and hunt and harvest their own food. The symbol of the Watchmen is a white cloak that all receive once they start their watch.
Picture

HOME

RACES

REALM

CHARACTERS

CAMPAIGN

DAMN HUMAN GAMES - Copyright © 2025
  • HOME
  • RACES
  • MONSTERS
  • REALM
  • KINGDOMS
  • FACTIONS
  • CHARACTERS
  • PANTHEON
  • CAMPAIGN