The Silver Stars are the premiere healing organization in the Known World. They possess powerful healing magics and tangible medical skills. However, things are often not what they would seem, especially when a secret Orb of Corvus involved.
Life is nothing more than a turn of the gaming wheel. Since “Fortune Serves the Bold,” the world should serve the members of this organization.
The Clan is the original unit of social organization for the people of The Known World. Humanti society is becoming more diverse. The Guild or professional organization is taking the fore in the Known World. Except on the Sea.
The Guilds of Antioch are the most important social group in the region. The Guilds have replaced the Clan as the central social organization of society. Each Guild Head (or representative) meets with the Guild Council to determine laws and policy of Antioch.
The Order of Eternal Flame was a great order of the past, dedicated to bringing law and justice to The Lands. The Dragon Knights brought a golden age to the Elder Times. Unfortunately, they were betrayed and that golden age has been lost.
The Greens are a group of balance between the Colors, the factions of Blue and Yellow.
There are always factions at Court. These “teams” are color coded for your convience. However, it is not always good to wear your affiliations on your sleeve.
The Order of the Iron Gauntlet is the oldest in the Kingdom. They are the order of the King’s Guardian Knights. Though they are Generals and Warriors of note, they act as the King’s bodyguards in battle and interesting situations.
This is a knightly order of the kingdom, which does not require its members to of noble line, just noble attitude. Each member must be knighted for duty to kingdom or be of knightly rank (or greater) by birth. The order was formed by the Queen of the Rose, Queen Isa, hence the name. The order’s primary duty is as The Queen’s Guard.
The creation of intelligent magical weapons is not an exact science and there are occasional failures, as such think of causing a little more stress to your players by "rewarding" them with an insane magical weapon
Agrophobic, refuses to come out of the scabbard without a strength check to draw it.
Haemaphobic: afraid of blood, fight at a penalty against any blooded creatures but really good against undead, elementals etc
Schizophrenic, not just one mind in your sword, lets have half a dozen minds in there, all different and bound to cause confusion
the possibilities are endless