Organizations of Emlearal
The lands of Emlearal are not only filled with danger and adventure, but several organizations that have risen from the kingdoms to become recognized as powers in their own might. These groups are large scale, like nations unto themselves; with members across Emlearal acting towards the good of the organization, yet not always in tandem with each other.
Eaters of the Dead
The group whispered about in quiet halls and secret meetings is known as the Eater of the Dead; an infamous faction of assassins that are spread across all Emlearal. Working as both a business and a cult, the Eaters are feared across the realms. Many know of its existence, and choose to tolerate it, in fear of meeting their own demise. Unique in its hiring process, one can only create a contract with the Eaters through a ritual known as The Calling.
Aetherium
Following the establishment of the Eternal Empire of Dalordan, the magocrats formed the Aetherium as a specialized sect that was charged with cataloging and researching every spell, artifact, and magic item known to mankind at the time. The Aetherium became the city’s ruling power. Even the Aetherium found itself powerless to stop the orc hordes as they erupted from the ground, laying waste to the kingdom and destroying Dalordan. Without a kingdom, without allies, the Aetherium refused to abandon their cause, and exist as the greatest magical repository within Emlearal.
The Fold
Originating in the lands of Maghanax where adventuring is outlawed without the expressed consent of the Mage’s Council. The Fold is the only recognized organization within Maghanax with the right to adventure and hunt creatures due to an ancient accord made with the Imperial Archon. Many clients contract The Fold to seek out monsters and bring back their organs for the magical properties they are needed for in rituals and alchemy. Although Maghanax has one of the largest land areas and many forgotten ruins and dungeons, The Fold operates outside of the kingdom’s borders as well; often sending agents across Emlearal to find the desired artifacts or hunt the dangerous creatures and harvest their organs for their clients. In many other kingdoms, they are a mercenary group of hunters, but in Maghanax they are treated as a prestigious organization with a long line of heroes.
The Guild
The Guild is a merchant empire ruled by five Princes. It is huge, far-reaching, and massively complicated The Guild commands trade fleets, merchant guilds, caravan companies, and has a near monopoly on the market. Resembling organized crime, the Guild condones smuggling, slavery, murder, and whatever it takes to stay in power. The only rule: do not steal from The Guild. Ever.
Knights of the Crucible
True knights of the realms, those who follow the banner of the Crucible and swear the “Call to Arms”, are a force to be reckoned with. However, their strong dedication to the destruction of evil, particularly the evil behind the power of Turrez-Ghul, has led many to see them as dangerous zealots. A part of their dedication is the eradication of evil “no matter the cost,” be it honour, law, or endangering the treaties of nations; these warriors are as dangerous as they are unpredictable. At least from the outside.