Tuesday, August 29, 2017

The Rhysonian Mysteries

Lands: Primarily the Imperial City and Heartlands
Races: Aasimar, Halfling (Lightfoot), Human, Tiefling


The masters of the Rhysonian mysteries are priests drawn from the nobility, and inducted into one of nine orders.  The orders are in a hierarchal caste structure, with the Violet order at the top, the Whites and the Blacks serving them, and the organized beneath them.  Virtually every part of the Imperial City’s society is dominated by the mysteries, and the noble families associated with each caste serve as priestly kings.  
  • The Violet serve as the masters of the Mysteries, and are the lone members of the First Caste, interacting only with other priests.  Their domain is Arcana (from the Sword Coast Adventurer’s Guide).
  • The Whites oversee the administration of sacraments to the layfolk, and are half of the Second Caste.  Their domain is Light.
  • The Blacks hold sway over all matters relating to property, worldly possessions, and death.  They are considered the lawgivers and are the other half of the Second Caste.  Their domain is Death.
  • The Blue are those sworn to minister to the poor and protect the faithful.  They are one of two warrior orders (the Reds being the other).  As members of the Third Caste, they serve the Whites.  Their domain is Protection.
  • The Gold are the artists and poets of the clergy, and charged with the creation of various works to exult the mysteries.  As members of the Third Caste, they serve the Blacks.  Their domain is Life.
  • The Gray are secret keepers.  As members of the Third Caste, they serve the Blacks.  Their domain is Trickery.
  • The Red are a warrior order, who serve as the Mysteries generals and warlords.  As members of the Third Caste, they serve the Blacks.  Their domain is War.
  • The Silver are the lore masters and scholars, who rigorously attempt to keep the secrets of the Empire alive.  As members of the Third Caste, they serve the Whites.  Their domain is Knowledge.
  • The Greens are the prophets of the Mysteries, a powerful group who practice spiritual magic.  As members of the Third Caste, they serve the Whites.  Their domain is Nature.


History
Prior to the Great Conflagration, the power of the priests of the Rhysonian Mysteries ruled across the lands.  However, since then, they have fallen into decadence, completely controlled by the ruling families of the Imperial City.  During the Reckoning over a century ago, the Malengarth family gained control over the Violet Order, but would be wiped out through treachery two generations after.  Since then, the White and Black orders have acknowledge no true Violet priests, declaring anyone who practices the mysteries of Arcana to be heretics.


Goals
  • Each order has a specific goal: for example, the Whites tend to the flock, while the Blues serve as guards and constables.  
  • Since the Great Conflagration, there has been no contact with the Exalted Ones, the angels of Rhys that taught the priesthood their mysteries.
  • The true purpose Rhysonian Mysteries is to maintain Imperial Society, and if possible, bring the light of Rhys back to the world as a whole.


Key Individuals
  • Master Miksel the Black: A scion of the powerful Durrington family, and the de facto master of the Imperial City.
  • Master Orphelia the White: Matron of the Corrinbyrd family, and Miksel’s chief rival.
  • Master Garielle the Red: The captain of what remains of the Imperial forces, and the favored daughter of the Winding family.
  • Master Ignoblis the Silver: The eldest member of the Ironcrown family, and one of the great lore masters of the city.
  • Master Jayce the Green: One of the Justimans, the largest family in the city, Jayce embraces their chaotic ways as he leads the city’s seers.


Rank and Associated Abilities
Associated Subclasses Cleric (see descriptions for available domains)

  • Acolyte (Rank 1): Clerical training available (required for 1st level of cleric).  Note, there are currently no Acolytes of the Violets.
  • Adept (Rank 2): Clerical training available (required for 2nd level of cleric)
  • Initiate (Rank 3): Clerical training available (required for 6th level of cleric)
  • Master (Rank4): Clerical training available (required for 8th level of cleric).  Currently, there are no Masters of the Blues, Golds, or Grays.
  • Templar (Rank 5): Clerical training available (required for 17th level of cleric).  Currently, there is no Templar within the mysteries.  

The Pact Primeval

Lands: Primarily the Hinterlands
Races: Elf (Wood), Gnome (Forest), Gnome (Rock), Half-Elf, Halfling (Lightfoot), Halfling (Stout), Human, Orc


Outside of civilized area, a loosely organized group of bards, druids, and elves remember the old ways that predated even the Empire.  Followers of the ancient ones, the Archfey they believe built the world, they remain on the outskirts of the world, vigilant for threats from the South.


History
Never numerous (at least in the times of men) and often at odds with all civilized people (who they view as worshipers of base forces), the force of the Pact Primeval are spread quite thin, and have for generations been fighting a losing battle against the Old Ways.  Nearly wiped out a thousand years ago by the forces of the Empire and its Mysteries, they waged a series of conflicts against the dwarves of the Ap’Dwardok in order to survive.  The conflict made them both unable to resist the Darkane Incursion


Goals
  • Maintain the tales of the old ways, so that they do not perish.
  • Push back against the forces of Darkane.
  • Atone for the crimes against the Dwarvish people and stand fast against the orcs.


Key Individuals
  • Ephria the Beloved: The hierophant of the Pact Primeval and the one true authority in the Hinterlands.
  • Skarverran Berg: A half-elf (an extreme rarity in Haylene) who has defended the hinterlands for over a century.
  • Flewlynn of Tulone: A well-traveled bard who is the only link between the forces of the pact and “civilized lands.
  • Rawls the Green: This adventurer, known for his copper-green hair, was responsible for some of the great wars prior to the Great Conflagration
  • Quentin the Dreamer: The primary messenger that the pact uses to communicate across the Hinterlands.


Rank and Associated Abilities
Associated Subclasses Bard (College of Glamour), Druid (Circle of Dreams), Paladin (Oath of the Ancients), Ranger (Primeval Guardian), Warlock (Archfey)
  • First Order (Rank 1): Bardic, druidic, paladin, ranger, and warlock training available (required for 1st level of warlock, 2nd level of druid, and 3rd level of bard, paladin, or ranger).
  • Second Order (Rank 2): Druidic, paladin, ranger, and warlock training available (required for 5th level of ranger, 6th level of druid or warlock, and 7th level of paladin).
  • Third Order (Rank 3): Bardic or ranger training available (required for 6th level of bard or 7th level of ranger)
  • Fourth Order (Rank4): Druid, paladin, ranger, and warlock training available (required for 10th level of druid or warlock, 11th level of ranger, or 15th level of paladin).  Currently, there are no Fourth Order paladins or warlocks.
  • Fifth Order (Rank 5): Bardic, druidic, paladin, ranger, and warlock training available (required for 14th level of bard, druid or warlock, 15th level of ranger, and 20th level of paladin).  Currently, there are no Fifth Order druids, or warlocks

High Mages of Prydain

Lands: Prydain
Races: Elf (High)

The elves are the undisputed masters of the arcane, and Elven Wizardry is the envy of all the people of Haylene.  Within the Eight Towers of the Kythori, the elven people command power that is unheard of outside the borders of Prydain  

History
While the elves control the largest and best known college of wizardry, it is not the oldest.  The Four Towers date back to an older tradition, before the Queen came to power over the Prydani peninsula.  

Goals
  • While they serve the Queen, the High Mages are all quite independent, and chaff at attempts to lead them.
  • Each one is quite politically powerful, as they are allowed to address and advice the Queen.  The archmages are essentially her counselors.

Key Individuals
  • The Queen of Prydain: On of the great arcanists in the world, the Queen of Prydain is seemingly ageless, and has led her people since time forgotten.  
  • Nymuea: The queen’s oldest friend, and her devil’s advocate, Nymuea is the archmage of divination.
  • Ornien: The most powerful wizard in Prydain, Ornien is the archmage of evocation.
  • Selestra: Known as much for her temper and wit as her magical ability (and it is considerable), Selestra is the youngest of the archmages, and has mastered Enchantment.
  • Dyfed: A recluse and a bit of a scoundrel, Dyfed places little value on even the lives of his elven brethren.  He is the archmage of abjuration.
  • Rhystel: Known to be older than the Queen, and of universally bad reputation, Rhystel is rarely seen in Prydain.  He is, however, the archmage of conjuration.
  • Thymean: An adventuresome and charismatic leader, Thymean is the archmage of transmutation.
  • Anippa: The white necromancer, and the first to be named by the Queen when she started the council, Anippa has long practiced a unique tradition of necromancy.
  • The Mistmaster: The archmage of illusion has long left his or her enemies guessing as to the archmage’s true identity.

Rank and Associated Abilities
Associated Subclasses Wizard (Abjurer, Conjurer, Diviner, Enchanter, Evoker, Illusionist, Necromancer, Transmuter)
  • First Circle (Rank 1): Wizard training available (required for 2nd level of wizard).
  • Second Circle (Rank 2): Wizard training available (required for 6th level of wizard).
  • Third Circle (Rank 3): Wizard training available (required for 10th level of wizard).
  • Fourth Circle (Rank4): Wizard training available (required for 14th level of wizard).  There is only one wizard of the 4th circle or higher for any given school, plus the queen.
  • Fifth Circle (Rank 5): Bestowed on any wizard capable of casting 9th level spells.

Heroes of the Empire

The Heroes of the Empire
Lands: The Imperial City, the Heartlands
Races: Aasimar, Human, Tiefling

The Heroes of the Empire are the collective names for the nobles of the old Empire.  These are the individuals who held positions, either in courts, or private lands beyond the city (or both).  In recent days, their numbers have dropped, such that most cities beyond the walls of Rhysone are run by guildsmen of the Keepers Guild.

Note: while the ranks of all factions are only loosely correlated with the abilities of certain subclasses (with a particular rank being a prerequisite for certain levels, not the other way around), this is particularly of note for the Heroes of the Empire.  The Rhysonian nobility is fallen and a shadow of its former self: there are very, very few holy warriors of true power left.  

History
Before the Great Conflagration, and even up until the days of the Reckoning, the nobility of Rhysone was known for their prowess in battle as much as for their constant scheming against each other.  Now, of course,  they are known only for the latter.

Goals
  • Every noble has but one goal… gain power for his or her family.  The ideals of the Empire have largely fallen to the wayside.

Key Individuals
  • Count Sambrun Corringbyrd: A cunning, if somewhat detached man, who opposes the unchecked power of the priests of the mysteries.
  • Countess  Inga Winding: The leader of House Windling and a hero to the people, Countess Inga is the most likely to gain the support to be named Duke (and thus open ruler of the Imperial City)
  • Count Wendall Ironcrown: The greatest arcanist in the Imperial City is this aging man who none the less has managed to make his family into a force to be reckoned with.

Rank and Associated Abilities
Associated Subclasses Paladin (Oath of Devotion), Sorcerer (Favored Soul)
  • Lord/Lady (Rank 1): Paladin or sorcerer training available (required for 1st level of sorcerer or 3rd level of paladin).
  • Baron/Baroness (Rank 2): Paladin training available (required for 7th level of paladin).
  • Count/Countess (Rank 3): Sorcerer training available (required for 6th level sorcerer).  Currently, there are only three Counts.
  • Duke/Duchess (Rank4): Paladin or sorcerer training available (required for 14th level of sorcerer or 15th level of paladin).  Currently, there are no dukes.
  • Emperor (Rank 5): Paladin or sorcerer training available (required for 18th level of sorcerer or 20th level of paladin).  At any time, there could only be one Emperor.

The Guild

Lands: Throughout the known world
Races: Elf (High), Gnome (Forest), Half-Elf, Halfling (Lightfoot), Halfling (Stout), Human

An ancient organization that won great influence after the Great Conflagration, when the Queen of Prydain agreed to allow her “speakers” beyond the borders.  In the centuries that followed, the speakers worked with the various bardic colleges and guilds to establish an understanding… today, these five Guilds essential control the roads and any diplomatic relations between settlements.  The five guilds are:
  • The Ancients Guild: These guildsmen seek out ancient works and collect them, making sure old knowledge remains in the guild.  They also maintain the college of Lore.
  • The Bondsman Guild: Justice is difficult with the lack of strong nobles, and so the bondsman’s guild is essentially a collection of bounty hunters.  They maintain the college of Swords.
  • The Jester’s Guild: Jesters are extremely rare in this day and age, but their guild is the oldest, dating back to the days of the Empire.  
  • The Keepers Guild: Unable to maintain an army or lands, many nobles hire the Keepers or take them as vassals to defend their lands beyond their borders.  As such, most settlements are administered by a Keeper.  They maintain the college of valor.
  • The Speakers Guild: Growing out of the Prydaini tradition, the Speakers are the independent heralds and diplomats of the world.  They also maintain the College of Whispers.

History
The Guilds existed independently as a group of respected professions that also traveled before the Great Conflagration, and in the centuries since have seized most of the power outside of city walls.  They no longer answer to the Queen of the Elves or to the Imperial City, but maintain their own hierarchy.

Goals
  • The Guilds seek to control civilization within the remnants of the Imperial Shore.  A largely amoral organization, they concern themselves primarily with power.
  • They obtain that power by serving their purposes well.  While they have a strict hierarchy, they are small in number, and expected to act largely autonomously.

Key Individuals
  • The Master of Roses: The leader of the guilds, a mysterious figure whose true face is unknown, but believed to possibly be the founder.
  • Garret Myrdol: The guildmaster of the Jester’s Guild, and generally considered a rival to the Master of Roses
  • Marta Soltiz: The guild master of the Keepers, and one of the more famous heroes amongst the humans of the Imperial Shore.
  • Wycliffe Myrdol: Garret’s nephew and one regarded as one of the finest swordsmen in the world.  He is the guild master of the Bondsmen
  • Zifnab of the Imperial City: Guild master of the ancients, Zifnab (who has many names) is a fixture in the Imperial City, one of the few gnomes who are allowed to dwell in there.  
  • Elyra: The recently ascended guild master of the Speakers, Elyra is the daughter of a previous guild master, Faela.

Rank and Associated Abilities
Associated Subclasses Bard (College of Lore, College of Swords, College of Valor, College of Whispers), Rogue (Assassin)
  • Apprentice (Rank 1): Bardic or rogue training available (required for 3rd level of bard or rogue).
  • Journeyman (Rank 2): Bardic training available (required for 6th level of bard).
  • Guildsman (Rank 3): Rogue training available (required for 9th level of rogue)
  • Guild Master (Rank4): Rogue training available (required for 13th level of rogue).  There is only ever one Guild Master for each guild.
  • Master of Roses (Rank 5): Bardic or rogue training available (required for 14th level bard or 17th level of rogue).  There is only ever one Master of Roses.

The Four Towers

Lands: The Imperial City, Prydain, the Hinterlands
Races: Elf (High), Half-Elf, Human


The only source of wizardry outside of the Prydain, and one of the few places of the holy outside the Mysteries, the Four Towers have long represented hope for the good people of Haylene.  However, in recent times, they have fallen far from their once powerful state, and today only one of the Four Towers can truly claim an archmage.  Organized along four cultural lines, each of the towers was led by the Loremasters, and served by an order of holy warriors:


  • The Northern Tower, in Prydain, was served by the Akadi Archers (arcane archers).  Unfortunately, the Loremaster of the North was slain over a century ago by the Red Witch of the Western Tower.
  • The Eastern Tower, in the Imperial City, has always operated in hiding from the mysteries, protected by the Knights of the Whetted Blade (paladins with an oath of vengeance).  The Loremaster of the East, Valketha, is the last Loremasters in their tower.
  • The Western Tower lost it’s Loremaster, Talecka, to the Red Witch (who was once her apprentice). The Red Witch is technically the Loremaster of the West, but no longer dwells in the Tower.  The Horizon Walkers of the West… the handful of planar guides who have always defended the Tower, now serve a lesser mage.
  • The Southern Tower was overrun hundreds of years ago prior to the Great Conflagration, but the Warriors of the Wode (ancestral guardians) kept faith and eventually reclaimed the tower.  The Dundrarch, the Heirophant of the southern druids, came to live there in more recent times, and today, the Southern Tower operates independently.


History
Originally, the Towers were built by an alliance of humans and elves, who both risked their lives as traitors to defend against the growing perils that afflicted Haylene.  Over the years, their power waxed and waned, although the loss of the Southern Tower nearly crippled the faction, and the actions of the Red Witch essentially ended it.  Today, they maintain their missions separately, but only the Eastern Tower is able to follow its charter, although the Southern Tower is a formidable force to itself.


Goals
  • The Four Towers were established to combat planar incursions into the world of Haylene.  
  • The primary concern of the Towers is the land of Darkane and the perils of the Underdark.


Key Individuals
  • Valketha, Loremaster of the Eastern Tower: The last true Loremaster, and historically one of the least powerful, Valketha is part of an effort to keep the flame of the East alive.
  • The Red Witch of the Western Tower: Reviled for her part in the Reckoning, the Red Witch has reformed and attempts to make amends for her misdeeds.
  • The Dundrarch: A powerful opponent of Darkane, the Dundrach is believed to be a hereditary position
  • Ophalia, Caretaker of the West: The surviving wizard of the Western Tower, she tries to care for her walkers
  • Edgerrin the Well-Traveled: The leader of the Horizon Walkers.
  • Allyn Lackland: The leader of the Knights of the Whetted Blade
  • Shema of Tulone: The Dundrach’s daughter, and heir to the position.


Rank and Associated Abilities
Associated Subclasses Barbarian (Ancestral Guardian), Druid (Circle of the Land), Fighter (Arcane Archer), Paladin (Oath of Vengeance), Ranger (Horizon Walker), Wizard (Loremaster)

  • Apprentice (Rank 1): Barbarian, druid, fighter, paladin, ranger or wizard training available (required for 2nd level of druid or wizard or 3rd level of barbarian, fighter, paladin, or ranger).
  • Learned (Rank 2): Barbarian, fighter, paladin or ranger training available (required for 5th level of ranger, 6th level of barbarian or 7th level of fighter or paladin).
  • Walker (Rank 3): Barbarian, druid, fighter, ranger or wizard training available (required for 6th level of druid or wizard, 7th level for ranger, or 10th level barbarian or fighter).
  • Initiated (Rank4): Barbarian, druid, fighter, paladin, ranger or wizard training available (required for 10th level of druid or wizard, 11th level of ranger, 14th level of barbarian, 15th level of  fighter or paladin). All individuals with this rank are listed above.
  • Master (Rank 5): Druid or wizard training available (required for 14th level of druid or wizard).  At any time, there could only be four Masters, right now there are only three.