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Post by God on Jan 14, 2008 22:46:35 GMT -5
This list includes official guilds, societies, unions, circles...etc.
This list does not include criminal/illegal organizations.
The format here is:
Name of Organization:
Purpose of Operation:
Area(s) of Operation:
Membership Limitations:
Rules of Conduct:
Major Headquarters:
Additional Facts:
Keywords:
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Post by God on Jan 14, 2008 23:18:21 GMT -5
- Vulcan Alchemist League (VAL)
- Cantana's Guild of Mercenaries (CGM)
- The Order of the Knights of the Risen Sun
- Cantana's Naturalistic Society (CNS)
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Post by God on Jan 14, 2008 23:26:02 GMT -5
Name of Organization: Vulcan Alchemist League (VAL)
Purpose of Operation: To provide a forum and support structure for the graduates of the Vulcan Technical Magics and Metallurgy University of La'To, Fasemoor. This is an organization that publishes theories of Alchemy and advancements in the Science. They correspond with other alchemist, technician, and inventor leagues or guilds. The VAL also operates a security force that works as an early warning defense force for Fasemoor. They operate several sensor towers around the region of Fasemoor.
Area of Operation: They operate across all of Fasemoor and Voragimines. They also have branch offices in Eki Nour (Solea), Upeyo (Pesso), Jyall (Piscesula), Epeta (Pisce), and Tembo (Canniven).
Membership Limitations: Membership is usually restricted to alchemists that graduated from the Vulcan Technical Magics and Metallurgy University of La'To. However, special requests can be made to the Triumvirate of the League for application of non-graduates.
Rules of Conduct: Alchemists are expected to represent the League whenever in uniform or acting under their official business. They are required to provide supplies to anyone requesting aid from the League or in general. They are also required to uphold the three principles of the League: Innovation, Progression, Transmutation.
Major Headquarters: The Vulcan Library and Archives in La'To on the Vulcan Tech campus.
Additional Facts: Alchemists that are deemed powerful enough are declared Level 1. These are the best alchemists in the League. But to be called Unrestricted means you answer only to the Triumvirate.
Keywords: Valcys, VAL, Alchemist, Alchemy, La'To, Vulcan Technical Magics and Metallurgy University, Fasemoor, Voragimines.
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Post by God on Jan 15, 2008 0:48:19 GMT -5
Name of Organization: Cantana's Guild of Mercenaries (CGM)
Purpose of Operation: To organize fighters/warriors/mages/etc that fight primarily for a monetary sum. A neutral entity that connects employers and fighters while being immune to allegiance to any single country, belief, faction or politics.
Area(s) of Operation: All across Cantana, though some areas less than others.
Membership Limitations: Members will be tested for strength to see fit for their jobs. If they are too weak, the Guild will not accept them as a member.
Rules of Conduct: All mercenaries are treated equally by the Guild despite their status. They are expected to keep the dignity of the name of the Guild and will be forced to leave if they proved themselves otherwise. Employers who wish to hire a mercenary or a company will apply to the Guild and the Guild will draw up a contract stating the purpose of hiring, the duration, the pay per mercenary (including blood-money), and other details. The Guild will then send out a call for those mercenaries that are best suited for the task, and not otherwise occupied. To reduce conflicts of interest and confusion, mercenaries may be set under only one contract at a time. A mercenary can use guildhalls for lodging, storing items and drawing money from a collective storehouse paid through the members' dues.
Major Headquarters: Lumiina (Solea) holds the main headquarters. There are guildhalls in all major cities in Cantana.
Additional Facts: None.
Keywords: Mercenary
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Post by God on Jan 15, 2008 17:36:49 GMT -5
Name of Organization: The Order of the Knights of the Risen Sun
Purpose of Operation: The Knights have a broad creed to help the people of Solea. They are bound to the land of Solea itself unless the entire Order is called to aid in defense of Solea's allies or to attack Solea's enemies.
Area(s) of Operation: All of Solea.
Membership Limitations: The Knights are a completely inclusive Order. They do have one tenant of membership: that the applicant must believe in protecting the Light of Solean society.
Rules of Conduct: Knights are expected to be courteous and respectful towards all races, creeds, and callings that live, work, and play in Solea. The only call for violence is that if a threat is percieved or viewed against Solean citizen or the Knight him or her self.
Major Headquarters: The Church of the Guardian Light is the headquarters of the Order. It is located in the abbey town of Aurora Keep (or Aurora for short) on the main route between Lumiina and and Eki Nour.
Additional Facts: Aurora Keep is a self-sufficient settlement. The Keep produces some of the finest barley ale in all of Solea: the Light's Lager.
Keywords: Risen Sun, Knights, Solea
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Post by God on Jan 15, 2008 17:59:04 GMT -5
Name of Organization: Cantana's Naturalistic Society
Purpose of Operation: To protect and preserve the nature and wildlife of Cantana. The CNS works to stop pollution, misuse of natural resources, as well as animal abuse, and care for injured wildlife.
Area(s) of Operation: All over Cantana where there is wildlife to watch over.
Membership Limitations: The CNS generally accepts anyone into their ranks as long as they have a clear and strong devotion to nature. All prospective members must be prepared for at least two years of apprenticeship under an experienced druid from a recognized Order in Maiorn before ascending themselves.
Rules of Conduct: Brethren and nature comes before strangers. A member may be assigned to a particular location for protecing and warding, and may not leave the area without acquiring a replacement. Members are expected to obey and pay respect to the druidic Orders across Cantana.
Major Headquarters: There is no official office for the CNS, although most druidic Orders are located in Maiorn.
Additional Facts: It is general expectation amongst the members to not disturb the wilds on their journeys.
Keywords: Nature, Wildlife, Druidic Orders.
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