Organizations

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Here you will find information on some of the "most common" or "well-known" organizations in the gameworld. Organizations on this page may be of any size. However, Tenebrae isn't an organizations-focused game, though they do exist for roleplay purposes, and may occasionally show up in a DM'd plot. They're meant to provide background, plot devices, and roleplay flavor. NPCs too, are well-established leaders of factions: we've seen the drama created in other games with PC led factions, and that is a part of our decision to avoid it.

So long as you are considered active within an organization, you may spend RP Points within it.

Specific Organizations

General Organizations
Organization Interests Summary
Academy of Sages Wizards, Sorcerers, Bards Ancient arcane organization in the West; based out of Rune
Armsmaster's Guild Fighters, Barbarians The glory and sport of the gladiatorial ring
Engineer's Enclave Artificers, inventors, engineers, crafters The exploration of machines and magic
Adventurer's Guild Anyone Nearly anything for the right price
Ygdrassil Union Druids, Rangers, hunters, elves Treehugging
Liberators Rogues, malcontents, freedom fighters A loose group dedicated to the concept of freedom
Wards of Versis Paladins, clerics, rangers, fighters Warriors inspired by the atrocity of Versis to take up arms against the Hells

Temple Affiliations

Most of the major temples located in the city of Alexandria are a faction unto themselves. Players should feel free to make use of these for their roleplay and their backgrounds as members of the various religious orders or classes that help support such groups like clerics and paladins. All major gods maintain religious groups in accordance to their theme files and those should be referenced when seeking information about the religious groups of the world. In addition, the following are available.


The Order Paramount: This order of powerful mercenaries consists of soldiers, barbarians and clerics devoted to the tenants of Angoron. They often act as selective mercenaries who operate in different areas of the world and are renowned for their tenacity and prowess in battle.

The Templars of the Holy Sword: The Templars of the Holy Sword double as an order of Paladins and the military arm of Daeuss church. An organization of Paladins that came into existence during the years following the end of The Millennium Kingdom, The Templars guard The Holy Sword of Ea which is the ancestral heirloom of the ancient Aegean Kings before the corruption of the old empire into Kulthus. The guardianship of the sword is one of their ongoing duties but in addition to that they act as Daemon Hunters and the military faction associated with the Church of Daeus.

The Silver Crescent: An order of rangers and paladins dedicated to the hunting, and conversion, of lycanthropes. This organization is composed of members of Eluna's and Gilead's clergy, though Dana's groupings are not entirely unknown. They oppose the Children of Garm, directly. The Silver Crescent was founded by a former Silver Maiden. The Maidens, experiencing a decline in membership, were approached by members of their brother faith among Gilead. Together, they joined together and formed the Silver Crescent. Though Elunans form the greater numbers among the Crescent, Gilead's faith is well-represented.

Pastoral Shapers: The primary bulk of Gilead’s clergy could be said to be part of this group which consists of men and women who counsel the villages, farming communities and small settlements of the world and teach them how to responsibly use agriculture and the tools of nature. They adhere to the primary dogmas and teachings of Gilead by focusing on the smaller issues and the day to day affairs of the world versus the big picture looked at by the Ygdrassil Union. They use their clerical magic to pray for the blessings of good crops, drive away blights and predators and they gird up their priestly vestments and dig right in at harvest time. Members of these priests are often goodly aligned and focused on the common wellbeing of the world. They rebuke those who abuse nature and are quick to retract Gilead’s blessings from them when they do so. Repentance and a responsible turn around cause these blessings to be restored and the faith of the Earth Father to smile upon them.

Battleguard of Kor: Formidable Soldier-Saints of Kor, The Battleguard are clergy members and soldiers who specialize in every aspect of military affairs. Specializing in training, battle tactics and strategies they are often called on by the military forces of various nations who seek their expertise. Battle Rousers and Champions they seek to inspire those beneath them to epic feats of combat and warfare and they are often exacting task masters and drill sergeants in their attempt to forge a given company of soldiers into the ultimate fighting force. Battleguards often emerge from The Proving Grounds in Dran and spread their efforts all across the continent. Needless to say, they are always welcome in times of war.

Hunters of the Dead: With the slowly rising number of paladins offering to lend the strength of their arms to Vardama's cause, in combination with the growing threat of the undead, it was decided that a new group would be sponsored. This group is composed mainly of paladins and clerics, but has a smattering of other classes, particularly rangers. These men and women have dedicated their lives to hunting down and destroying the undead. The recruiting of new members is informal, and the circumstances may differ on a case-by-case basis. The group's internal structure also tends toward informality, with the most experienced members being at the top of the chain of command, but with most members being allowed a wide degree of freedom and discretion regarding their activities. Sufficiently grave threats are usually responded to by a mobilizing of the local members, followed by an organized effort to stop the threat.

Brethren of the Beast: This small clergy of Caracoroth’s faith focuses on his ravenous nature and the spirit of hunger and hunting that seems to drive the deity. They believe that ultimately the whole of the world must fall prey to the Jaws of Thirst and that the ending will come when Caracoroth devours the moon at last. They hate fey creatures and indulge in hunting as often as possible, driving forth dangerous prey before them to make sure that the bloody finale takes place in densely populated areas. Villages fall victim to this as desperate wolves, displaceer beasts and more are driven through the hearts of their dwelling places and acts of vandalism are encouraged. Some depraved Druids are part of this circle of individuals as well. (NPC Org)

The Children of Garm: This potent clergy of Caracoroth call him by the ancient name Garm which means in their own language, Feeder. They believe in the supremacy of were-kind and seek to spread the disease of lycanthropy and to propagate the continued growth of skin changers as a species. They attempt to bring all such beings under their control and they hunt those who attempt to turn away from what they see as the destiny of their kind, and to follow Eluna. They often hunt individuals such as Werebears as abominations against the will of Caracoroth. It is their attempt to always improve on the power presented by lycanthropy and to this end some members of the clergy and other agents are exposed to a powerful ritual. One that combines the best of beasts such as weretigers and werewolves with more immunity to the things that can harm them. These Greater Werewolves, are slowly growing in number. The Children of Garm are one of the few urban focused cults of Caracoroth. (NPC Org)


Monastic Orders

A number of monk orders exist throughout the world. A person does not have to be a monk, necessarily, to be a member of these orders: membership requires a disciplined mind, and a look towards disciplined, martial idealism. Clerics sometimes have positions at monasteries, serving as advisers in faith, and the occasional paladin or disciplined fighter may find kinship. Take a look at monks to see the full entries. Summaries are provided in the table below.

Some well-known organizations are not listed. The major omission are the Garnaks and the Crimson Hand. These are NPC groups tied to the arvek nar and Blar's history. The Garnaks are a group of Thul-worshipping arvek nar with a heavy monk component. They possess unique abilities and training in order to be able to enforce Thul's vision of the world.

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Racial Affiliations

Pay close attention to the theme files on the races if you are thinking about focusing on a racial theme for your roleplay. Ideas for racial affiliations abound from the elves needing to send out a number of agents for their own purposes to a sith-makar seeking to make an alliance on behalf of his tribe. You have much freedom here and the data is there for you to use it.