
Organizations
Here are the available groups in Satha. Nobody has to be part of them, but they certainly can if they want to!
The Magi of Veldir
The famed members of the Veldir college which brings so many people to Satha in the first place. This college isn't open only for humans, elves and orcs are also welcome here as long as they wield 'Dragon Magic', which is essentially arcane, non-spiritual magic.
Identification:
The magi are given a silver badge fashioned into a two-dimensional, engraved dragon. This is the dragon "Magtherithil" the guardian of the Cosmos and grand teacher of magic.
Code:
Always be proud of what you are. You are a born leader. Trust in the Cosmos and the eventual return of the dragons.
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The Coalition
A band of mercenaries stationed in Veldir. They are composed of all walks of life: humans, elves, orcs, and even halflings. They are fed up of all the fighting and have taken it upon themselves to try and break up warfare between the races by... providing warfare of their own.
Identification:
A white piece of cloth tied around their left knee. If this cloth is fully bloodied to the point where white can no longer be seen, they must be dismissed from battle until the cloth can be changed. This is important because it shows the Coalition's own restraint in battle. They must not be overcome by bloodrage.
Code:
Change is coming. You are strong for the innocents. They are my friend until proven a foe.
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The Kindred of Subtlety
A roguish guild which works in the shadows to steal not only coin, but precious items, too. They accept any race. The only requirement is that the person is nimble and quick both in foot and tongue. These are pickpockets, burglars, assassins, and silver-tongues. They keep their stolen goods in stashes all around the place and very rarely meet up as a group.
Identification:
A tiny red blood-drop tattoo hidden somewhere on the body. Between the toes or stashed within the cheek makes for an excellent hiding place.
Code:
Nothing is owed to anyone. I will use my powers to my benefit because I was dealt a poorer hand than others. I must never be caught and I'll never reveal what I know.
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The Cragfist Tribe
A tribe of warmongering orcs which believe in fighting back against the elves until they are too weak to pick themselves up again. They've had enough of elven ignorance and are proving that the orcs cannot be walked over. They very boldly make their presences known and aren't afraid to engage violently with a nae-sayer. These orcs will accept humans and halflings into their tribe as long as they prove themselves.
Identification:
Red war paint on the body: either the face, biceps, or both.
Code:
We are unmovable. We will teach our adversaries to learn from their mistakes in death. Pray the ancestors will deem them worthy of rebirth.
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The Grimsong Tribe
A tribe of orcish mystics and shapeshifters which don't believe in the fight against elves. They are also enemies of the Cragfist tribe, while they're at it. That being said, they aren't friendly with elves, they just don't care for the fighting. Their drive is to spend as much time as possible strengthening their connection to the ancestors. They work closely with the undead and redeemed to better understand the afterlife. Their end goal is to one day learn how to walk freely into the spirit realm and obtain lost knowledge. Undeads of any race may attempt to join this tribe. They must prove themselves useful first.
Identification:
White skulls painted on the face.
Code:
Learn from our elders. Be at peace with the dead. Kill less people in order to hear the ancestors louder. Don't crowd the afterlife with young souls.
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The Faeguard
A gathering of traditionalist elves which stay true to their cultural heritage. They actively work in favour of the Wild Gods to eradicate disruptions of the balance. Without second thought, a Faeguard will strike a foe that proves themselves unworthy to receive nature's bounty. The Faeguard hold their bowstrings back for none. If an elf betrays the balance, they too will be shot. This organization is extremely zealous and set in their old ways. It's hard to convince them to change. Only elves can belong to this group.
Identification:
A single shoulder-pad made of fallen owl feathers, preferably worn on the shoulder that doesn't correspond to the dominant hand.
Code:
Tradition should never be uprooted. The elves were chosen by the Wild Gods to make this world a better place. We are not worthy of what nature gives us as it is. The balance needs to be maintained at all costs.
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The Children of Gilda
A new-age group of young elves which seek to see the world through young and curious eyes. Whilst they still respect the Wild Gods, they also wish to learn more about what the other cultures of Gilda have to offer. They have seen how laid-back the humans are due to lacking deities, and are inspired to enjoy life for themselves, rather than the eternal worship of gods. The Faeguard are extremely disgusted in the Children of Gilda and find them to be a mockery of their culture. Orcs may join this organization.
Identification:
Tip of their left ear is painted blue to symbolize an open ear. Children of Gilda keep this covered with their hair when around Faeguard typically. Orcs partake in painting their ear. If they don't have hair to cover it, they will paint one of their toes to symbolize walking alongside others.
Code:
We are not the only inhabitants of Gilda. We share this world with many other races that deserve to be heard. They are part of nature just as much as we are. So long as they do not cause detrimental harm to nature, they are a potential companion.
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