One of the mercenary circles who can trace their origins back to the Greater Comet School.
“The great hulk of the scaled beast lay wheezing before me, and I am not ashamed to say that I was frightened: though it was injured, I knew the dragon could easily tear me in twain. The young monk, however, knelt beside the creature’s head, whispering to it in a strange growling tongue. I questioned the woman, but she ignored me completely, engrossed in examining the scaly monster. After much badgering, she said merely, ‘I do not mean to be rude, but you are quite a distraction. Please, leave me to my work.’” -Jeron’s Great Journeys, Book III, Chapter 4
Also known as the Oathbreakers Legion, or the Forsaken, this company is often the last stop for criminals, vagabonds and vagrants before the headsman’s ax.
They stood on the crest of the rise, three men deep. Their banners, Golden Lions Rampant on a split field of red and blue, fluttering on long poles in the wind. They were silent. By some signal, they all began to rush forward screaming their battle roar. Halberd and blade coming open on the move. The enemy line broke under the power of the Lion’s signature charge.
Major Advarete, Memoirs of the Twin Rose Wars 1320 Greenfield Presses
Many are the pirates who sail the storm-tossed seas, but few are more successful or more feared then the Regulators.
Not all vampires in the land of the dead are bloodthirsty killers that want to take over the world. Some are satisfied with immortality and want to spend an eternity without strife in seclusion away from contant war with the humans.
Assassins are always there to be had, for a price. Sometimes, those wishing to hire assassins for very little find their way to the Thrillkill Society.
Many noble lords offend people of equal or greater rank as themselves. In the kingdom of Aoh Chiane, these offenses are dealt with in duels. But, of course, the nobility of Aoh Chiane do not fight their own fights…
The Crimson Skulls Company is a mercenary company of some repute. That repute is not always the most positive. Their Motto is “We are Dead; we have no fear of you.”
The siblings of the Emperor:The High Priests
Trust in dreams, for in them is the hidden gate to eternity.
The Aukstatians are the people of the Rujien Mountains, north of the Highlands. They are the enemies of the White Towns and the Darkpine Hunters to the east.
“There shall be among you lying teachers who shall bring in sects of perdition and And the task will be given to you to bring them the truth. If they will not accept what you bring, you must cut off their heads and trample their bodies underfoot, for this is the only way to save your children, and your children’s children, from growing up under false gods and heathen images.” - Excerpt from “Our Cause”
Whether in pencil-and-paper, or on the computer (Baldur’s Gate, Icewind Dale), we’ve been plagued by the gnome stereotype of foolish inventor and chaotic law-infringing businessman. I guess it’s time to change that. I’ve decided to throw a bone: help me make the gnomes a race worth featuring in an RPG.
The Premire Legal Office in the City, the 10 partners and horde of associates, form the most formitable legal operation in the city, if not the country. It is known for its ruthless prosecution and single minded hard hitting negociation. Their defense attornies are the bane of the local DA’s office.
“We are in the business of letting the Heroes do their calling. We will do everything within the letter of the law to make that happen.” Paul Hunter CEO Guardian Inc
Some people are in “The Business of The Future”. Mostly they are exploring the future and “trying to make their vision of the future” happen. Mostly they are just a business venture, but sometimes business moves beyond mere business.
These necromancers are maintanied by the warlord-king of Delegroth, in order to augment his armies and decimate his foes.
Legends claim that in the far south, men made of ice roam…
In the vast Sun-Ocean lies spots of perfect green. The Ankorillian Islands. The “Jewels of the Blue”.
The natives there are strange and wild looking.
Here is the only existing work on how they live, their customs, beliefs and rituals.
Molk Peruda is encountered by the PCs on the second day of their journey west from the salt-choked port of Quyn, as they prepare to explore the jungle.
He appears a gaunt, wolfish man, with matted, dark hair that sprouts from his head in dreadlocks, contrasting with his well-oiled, blue-black, conical beard. His eyes are hidden ebon shards beneath thick arching brows, his nose, crooked, long, and reminiscent of a snout. His mouth is a thin, dark line, his teeth unseen even when he parts his lips to speak.
His skin is the color of tallow, surprising perhaps for a renowned jungle guide, yet his natural helm of dreads and the jungle's canopy keeps the sun from bronzing his originally pale flesh. On his back are tattooed three women from the waist up, side-by-side, each resembling the other but of different ages. This is a tattoo of Molk's mother, sister, and daughter. His wife (don't bring her up to him!) was killed by marauding Qullan years ago, and appears as her own tattoo on his broad but sunken chest.
His feet shockingly are turned around 180 degrees at the ankle, facing towards his back! A curse from a pernicious shaman. Molk walks feet backwards (he's used to it) and walks backwards, forwards. This can be very disconcerting and outright creepy to the PCs as he guides them through the rainforest.
Slung from his back is an archer's quarrel of treated wood carved to resemble a stalking leopard, in his hand a re-curved composite bow of horn and sinew, with a pair of vivid, red eyes, each one painted on the opposite side of the hand-grip. In a leather sheath at his belt, hangs a falchion, its pommel adorned with a curved bird's head and beak.