Factions (Dominaria Supplement)

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Creator's Note[edit]

The top parts of this page are completely up to date, and the factions represented within are good to go. Below the triple line though, this page is incomplete and sans edits. The information below is cool and may be useful for ideas, but it's nearly an Age-and-a-half out of date. Entries may reflect things that have changed or places that may not exist anymore. My apologies I will get to work on it and a triple line will denote progress and updates.


Crypt Keepers[edit]

History: the early days of the 2nd Age would see the first pervasive undead threat to humans on Dominaria. As a result of what's come to be known as the Barnard-Stokes Heresy, the process of creation of undead through Onyx-channeling was created. As opposed to the complex blood-magic or the eastern practice of mummification out of Kwazarmia, both of which are incredibly difficult and time consuming, Onyx-channeling was relatively simple although entirely profane art. Dark Powers had threatened humanity before and had at times penetrated deep into the churches and powers of the land before being stopped, but the Barnard-Stokes Heresy unleashed an entirely darker and more pervasive evil. To many the implacable, untiring, and terrifying undead were the perfect tool. A wave of terror swept the land and the nights of Dominaria took on a Gothic feel never seen before.

Dark Priests, formerly with little power other than their own and few followers, suddenly had a means of spreading the messages whispered to them in the sepulchral darkness. Necromantic Cults, formerly little more than primitive death cults, suddenly had the teeth to terrorize the Churches of humanity. And powerful Wizards seeking an edge, or Wizards who felt their own power inadequate, suddenly had a means of rectification. The dead began to walk the nights at first in the country and small villages, but soon in larger towns and small trade cities, and then people started fearing the streets of larger cities at night. These groups were originally unconnected, and Dominaria was lucky for their insular and secretive nature. It may not have remained so forever though, and in any case their terrifying power was growing and had to be stopped.

The shadow war started singly and in small groups, with heroes who embraced the darkness in order to cleanse it or simply criminal groups who refused to let anything come into their turf. Many of these men died, and many rose again; but over time the movement began to aquire leaders. These were men who not only proved they could win, but men who earned the loyalty of the disparate and often dark men they would lead. For this movement would not be a religious one; the Churches were fighting their own war in their own way. This Order, for it became one in a ruined watchtower south of Cartaan in 53 SA, was simply one of men who would protect their own and their turf from the terrors of the night. Though many initially resisted a common goal or purpose, merely wishing safe streets to hustle drugs, the power of their enemy and the argument of several singular heroes compelled the underworld to unite.

They called themselves the Crypt Keepers in the Hellenic States, and declared that that which lay interred in eternal sleep ought never be disturbed. Their Order benefited immensely from their individual groups knowledge of their territory and their ability to gather and distribute information others wished hidden. Dark Battles took place in the alleys and sewers of the West, and dark Heroes braved the sepulchral gloom of Necromantic Chapels hidden in cities or Temples to the Dark Gods deep in the Wild. The wars in the Gothic gloom wore on for years, and ebbed and flowed through winter's chill and summer's breeze. In the end though all but the last of the Necromantic cabals were destroyed and, alongside the mostly oblivious Churches, the Crypt Keepers banished the evil practice to the darkest corners of Dominaria.

After that, the Order shrunk over a few generations as undead popped up less and less often and people swiftly forgot the terror of the night. Many criminals went back to crime and some of the Heroes of the night faded back into the obscurity they prefered. But a tough, watchful, and devoted core knew the threat would never be completely gone; these men kept their vigil. They kept it as humanity spread across Dominaria and they kept it as their numbers dropped to the point where a major city may only have one Keeper and his apprentice. They kept the watch through the Flood Wars and the rise of the Cabal, they kept it through the terrors of the Bando Gora. Although they have never left the shadows and are unknown to almost all, they keep it still.

They can be found wherever there are graveyards, crypts, or burial mounds; and they keep their vigil in most cities and large towns these days. Their numbers soared during the Campaigns of the Wandering One and although they dipped as the 4th Age began, they now consider themselves in the biggest War of thier order's existence since the Cabal and the Bando Gora tore the Second Imperium asunder. Evil now radiated from the Old Empire's heart, and the Keepers are ever vigilant. They hunt Necromancers, undead (especially intelligent undead), and the other abominations the Dragon and the Wandering One unleashed. They will rarely openly identify themselves as a Crypt Keeper but in times of need they will help someone, even if it means compromising their identity. They consider their job a sacred duty and will kill grave robbers or body stealers without mercy just the same as a Necromancer. They can be Clerics of a less pious bent, Undead Stalkers, Fighters, Rangers, Paladins, Rouges, or anything in between. Whatever they are they're nearly always a denizen of the night themselves, and may be a bit off or rough around the edges. When not performing their 'day job' (if they have one) of keeping a crypt or graveyard they're out with whatever strange paraphernalia or weapons they choose, patrolling or hunting.

Area of Influence: Dominaria

Base of Operations: Scattered, no central authority to speak of

Leadership Style: Allegiance

Patron Deity: None

Symbol: A tattoo of RIP on their right wrist

Note: A Crypt Keeper will always help another Crypt Keeper and equip him from their stores. Some older Keepers maintain depots of sorts for the Keepers in their areas, now that there are enough to warrant it.

The Brotherhood of Pelor (Whitecloaks)[edit]

History: The Brotherhood of Pelor is a Knightly Order dedicated to the service of Pelor and the promulgation of his teachings and ideals. The "Whitecloaks", as they are known, can be found in nearly every corner of the West and many parts of the world besides,

Area of Influence: The West, Arcadia, and Beldron

Base of Operations:

Leadership Style:

Patron Deity: Pelor




The Carnival of Shadows[edit]

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Base of Operations: Ardile Fens

Area of Influence: Ardile Fens and central-Western river system

Leadership Style: Jack of Blades and the leaders of the Krewes

Patron Deity: None

Symbol: By Krewe


The Companions of Wrath[edit]

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Base of Operations: None permanent

Area of Influence: The Westlands

Leadership Style: Military

Patron Deity: Erythnul

Symbol: By Company


Bando Gora[edit]

History: The BandoGora was formed in the Dark Kingdoms as the Wandering One’s “Shadow Hand”. They draw mostly from highly skilled assassins or magic users as well as shapeshifters and ghosts. Since their creation they've operated all across the face of Dominaria. their operations range from meeting and trading with the Witch Doctors of the Najiki Archipelago or Shamen of the Dhazantar Steppes, to assassinations and coercions throughout the Caliphate and the Westlands. They’re informally known as the Shadow Hand or more recently Dark Brotherhood in most the world. The name change came in the long period between the Wandering One's second campaign and his third campaign when knowledge of him began to decrease and the Bando Gora lost some of their identity. Many of their operations as the Dark Brotherhood were for their own ends and served to strengthen the group and build their influence outside the Dark Kingdoms. Since the Wandering One's third campaign and up until his recent final defeat at the hands of The Travelers, the Bando Gora had acted with more of a focus and increasingly worked alongside the Cabal; their operations and presence in the Dark Kingdoms is unknown.

Most of the BandoGora’s bases are in fairly innocuous places, such as down a well, the cellar beneath an abandoned shack or the ruins of a church – they can usually be found in places no normal person would care to venture. Their hideouts and bases are not unusually sinister from the outside, they prefer to keep a low profile. Their shadowy council of leaders isn't necessarily one's usual conception of evil, they're more self-concerned and callous than evil in the 'proper' sense. this attitude springs from their roots as the Wandering One's eyes, ears, and extra hands during his fall from Good and subsequent rise to power. It's said that they were first commissioned and given their tasks from a strange tomb not of this plane, and that may be their black heart still.

Aside from collecting money and magical artifacts, rank and file members will often be told to go to seemingly random places and perform seemingly random rituals. It seems that the organization is intent on spreading a general aura of darkness alongside their spread of material influence. The group's last known leader was the Lich known as 'The Leper', who was ardently pursued by several groups and who was last seen fleeing the battlefield at The Battle of Venicia. It is his way to spread his shadowy influence to gain money, knowledge and power. Under him, the organization has secret bases in most cities across the map. Sometimes even castles have been tunneled into and secret entrances built, guarded by a Brother/Hand on the inside.

Base of Operations: Unknown

Area of Influence: Domanaria

Leadership Style: Council

Patron Deity: Unknown

Symbol: A black hand holding the world

Other: The only way to join the BandoGora is to be recruited, although one seeking recruitment can follow the signs if they can find them.



Geno Huradin[edit]

History: Originating in the port city of Salarino in Silicia, the Geno huradin started as an Assassin's Guild tied to the Laurentine Spice Company. The Company began hiring Assassins, Pirates, and local scum both as protection on their ships and in an effort to establish Salarino as their stronghold. Over time, these shadow elements coalesced themselves into the Geno Huradin, which is a Southern Gutter Argot term for anything invisible that taints water. The arangement with the Laurentine Spice Company flourished for 30 years as the company expanded into Crete and Nova and made headway in Arcadia. As the Company's power and wealth grew however, the shadowy triad that led the still secret organization of the Geno Huradin began to plot. It was on the annual feast that the Company held that the Geno Huradin struck. Nearly every member of the Laurentine family as well as all 5 Executive Officers of the company, as well as all present family, were killed.

The Geno Huradin now took control of the Company's assets. Captains received visitors, as did dock managers loyal to the company as well as the owners of subsidiary companies. Those that agreed to the take over, and most did freely having little option to disagree and actually much golden reason to agree, retained their position or actually were raised to fill "vacancies" left by those who disagreed. The Geno Huradin was more ambitious than the Company had ever been, and now free of any controls they waged an all-out shadow war first against smaller Crime Families and guilds in ports their ships plied, and then a campaign of piracy against their smaller competitors. As their power grew, the Geno Huradin began to move on larger targets and expand to new ports and then further inland.

The 10 years or so after the Geno Huradin's takeover of the Laurentine Spice Company marked a period of extreme internal strife for Arcadia. Crime spiked dramatically and the Geno Huradin set off a pair of slave revolts to cover their increasingly aggressive moves on rival syndicates and gangs. The Geno Huradin and their allies fought three pitched battles punctuated this dramatic period in Arcadian history. The Battle of Ramaro Junction involved nearly 30,000 mercenaries, assassins, pirates, and scum and ended resistance to the Geno Huradin south of the port town of Ramaro. At the Battle of Colvan's Bridge, the Geno Huradin drew five Arcadian Legions into a pitched battle against a slave army and three of the most powerful gangs in Arcadia. Although Arcadia nearly fell, the Arcadian troops ended up crushing their foes and dying the river red for 100 miles with their blood.

The most dramatic battle though was of course the last: The Five Day's Battle, or The Battle of Three Armies. The Geno Huradin, who at this point could call on an army of nearly 50,000 mercenaries, pirates, criminals, and volunteer levies, marched on the encampment of Jordan of Selucia. Jordan had gathered 40,000 Selucian and Felixian freedom fighters and mercenaries, many of whom were trained legionaries, and aimed to declare independence from the apparently crumbling Arcadia. Leading the Geno Huradin amalgamation of an army was the Assassin and Former Mercenary Amare Goldenhand. Amare knew how monumental of a risk this battle was, but knew that the climax was near and the fate of the Geno Huradin would be decided. A whole range of possibilities was present, but at either end of the spectrum lay control of northern and southern Arcadia and a shot at an Empire, or total anihilation. Also at the top of his mind was the 35,000 Arcadian troops under the Arcadian Statesman Gaius Flaminius. These men were the last best army Arcadia had, with the rest of their troops scattered across Arcadia putting out brushfires, or in complete disarray.

Amare moved quickly to engage Jordan, and the two sides sparred for position on the first day; Jordan arrayed his men along the old Sarnian highway and Amare chose a series of hills and forests opposite to the south. On the second day the two sides joined battle in earnest, both cognizant of the stakes, and both aware of Gaius' forces. Jordan held back his most deadly asset until the height of the battle but at mid-afternoon, with a blast of trumpets, almost 50 Armodons charged into the fray and broke Amare's center. The Geno Huradin attempted a withdrawl but in the end their force retreated several miles to the Glen Abbey Mill and set camp. On the third day Gaius arrived, and again there was a shuffling as the sides adjusted to each other. Light skirmishing broke up the maneuvers, but day three was mostly tense calm. Day four featured a monumental battle between the Arcadians and the Selucian/Felixian coalition. Both sides made attempts on Amare's camp but his men dug in with the desperation only criminals can muster. Amare was banking on the fact that the other two sides would demolish each other and allow hit to strike when they were weakened, but in the late afternoon something happened which he did not foresee. Gaius called for a parlay with Jordan, and the two men met upon the field stained red and drenched in ankle-deep gore. What passed between them is lost to time, but it saved the Arcadian Empire. On the fifth day of the battle the two Arcadian forces, joined under Gaius' command, struck at the Geno Huradin. Amare held out for as long as he could and held his camp nearly all day, but as night fell he ordered his remaining men to disperse and run while they could, for the camp was in danger of falling and was nearly surrounded.

So was the fate of the Geno Huradin and Arcadia decided. The Geno Huradin gave up their dreams of Imperium, but decided to consolidate and allow the Arcadians to think the broken. They had destroyed all but the last of the criminal elements that opposed them and, by proxy and their shadowy influence, controlled many towns, ports, and districts in cities. As Arcadia recovered and lay down new laws and rights for their provinces, the Geno Hurdain grew strong in the shadow: they thus controlled almost all things illegal in the Arcadian Empire. Aside from the newly renamed and cleverly formed Arcadian Spice Company, the Geno Huradin formed the Miner's Consortium to further expand their influence and footprint. This arm of their vast influence operates throughout Arcadia and into the Verge, and rarely hesitates to strong arm other companies or bend laws to get their way. As with the Spice Company though, many within the Consortium do not know they are part of the Geno Huradin and think themselves legitimate businessmen. Both organizations help the Geno Huradin wield immense power throughout Arcadia and the Southern Isles.

Following the Barbarian Invasion and subsequent Imperial Wars they moved on the guilds of Ramosia and spread their business into the Imperium. This power took a dip following the Dragon Wars, but the Geno Huradin still operates in the Old Empire and in Coalition territory. Their power grows weaker the further they get from Arcadia, and they have many very strong competitors in the West, but they are unquestionably the most powerful Criminal Organization west of the Caliphate.

Area of Influence: Arcadian Empire (Primary), Southern Isles (Secondary), The West (tertiary and weaker as ones gets further from Arcadia)

Base of Operations: The quiet and clean port town of Salarino in Silicia

Leadership Style: A triad based on geography (slim part of North Arcadia and the 3 main Proconsulates, South Arcadia and the island Proconsulates, and the Southern Isles) as well as the nominal leader of their pirate arm.

Patron Deity: N/A

Symbol: Red Hand

Other: More of a mafia now than an organized guild, and their assassins tend to be more brutal in their killings rather than the silent but deadly Hash’Osh-Ym.

Knights of the Red Shield[edit]

(Current to 77 FA.)

The Knights of the Red Shield are the offspring of the Children of the Light in Arcadia. In the late Third Age, following the Second Campaign of the Wandering One, the chapters of the Children in Arcadia felt that the Children's high command had not concentrated enough strength to defend Arcadia. The Arcadian Chapters understood the need to defeat the Wandering One's armies but they felt that Arcadian cities were needlessly sacrificed in the effort. The Arcadian Chapters held a summit in Tarragonne after the War and after 4 days decided to submit their decision to leave the Order to the Lord High Commander and the other Chapter Masters. Before a summit of the entire Order, the Arcadians submitted their decision and the assembly released them in a vote. The two sides agreed to work together and form a mutual pact, but the Knights of the Red Shield were now forever separate. Over the decades that followed and led up to the Third Campaign of the Wandering One, the Knights of the Red Shield reorganized and integrated themselves into their new routine. The standard uniform became white cloaks with red piping and armour a glimmering crimson. Their shields were painted a bright matte red with a golden sun gilded over the top. Armor and weapons stayed the same, and the training stayed the same. The command structure revolves around the Chapter. Each chapter, like the Children, is 1,000 knights or more split up into companies of 100. Clerics are mixed in as are the occasional wizard. Each company falls under a Captain, each Chapter under a Captain-Commander (commonly Chapter Master), and the entire organization falls under the Lord-Commander. The Lord-Commander organizes and commands the Knights and leads the Order's Honor Guard into battle when needed.

One major change the Knights of the Red Shield made was the addition of a large ground corps. The Children of the Light were and still are an all-mounted force, but the Knights of the Red Shield decided early on to recruit and equip supplementary ground forces, especially in Selucia. These ground forces are drawn from local men who equip and train at the Chapter forteress they will serve from; as opposed to the Knights themselves who are rotated to another Fortress once their training is complete. The ground forces have a standard kit the sanme as the Knights: the wear crimson scale over white cloaks and carry tall kite shields with the Order's seal emblazoned on. They carry either a sword and pike or a sword and crossbow, and upon becoming a block sergeant they are given the breastplate of a knight. This ground force varies in size by area: the three Selucian Chapters especially have large ground forces - military inclined men who chose the life of the Order as opposed to joining the Arcadian Army. Felix too, with two very active Chapters, has a large number of recruits and large standing ground corps.

So for the past two centuries the Knights of the Red Shield have patrolled, ministered to, and protected the people of Arcadia. In peacetime they roam the coutryside acting as protectors and arbiters. Their fortress monastaries are built along major roads and river crossings, and are in good repair. At full muster, the Knights can field nearly 15,000 knights from 13 chapters and just over 24,000 ground troops. They have never amassed at full strength, but in recent years the Knights have amassed into two armies to fight with the Coalition and defend Selucia from the Caliphate's forces. The Army of Liberation fights in the West with the Coalition and has 8 Chapters with it. These Chapters have been afield for nearly a decade - since the formation of the Coalition and the Battle of Nurim's Plains. The Army of Purity fights in the East against the Caliphate and has 5 Chapters with it. These Chapters have been afield for about 5 years - ever since the Arcadian Empire went to war with the Southern Caliphate over Otaria.

Even when afield, their fortress monasteries are garrisonned with enough knights and ground corpsmen to patrol the walls and train new recruits; although the tasks of patrolling the countryside and protecting the locals are often neglected out of necessity. Knight patrolls do go out at times, but with so many of the Order afield and the Arcadian interior so peaceful it's not worth the time. Overall the Order is doing well, although as the War in the Westlands dies down and tensions between the Coalition and Northern Alliance heat up, many in the Knights wonder if it's time to bring the Army of Liberation home or use them to reinforce the beleagured Army of Purity.

Area of Influence: Arcadian Empire

Base of Operations: The Crimson Keep on Peligi Hill outside Syracuse

Leadership Style: Lord-Commander and his staff command the Chapters under their Captain-Commander/Chapter MAster

Patron Deity: Pelor, Heironeous

Symbol: Red Shield with a Golden Sun Emblazoned on it.

Other: None

The Black Forest Guard[edit]

The hard men of the Guard are a thin line against the ancient evils of the Blackwood.

The Black Forest Guard, or originally the Black Road Guard, were formed in the mid Third Age after the Second Campaign of the Wandering One. Even with the defeat of the last major death cults and sleeper cells, those that remained slunk back into the dark places of Dominaria and the Goldenwood especially became a haven for necromancers, Vampires, and worse. Within a few years, the "Black Forest" was a place of fear, and the large town of Kurt's Junction was terrorized until it was all but abandoned. Soon the "Black Road", the easiest way to reach Lugard from Telasaro, was dangerous and harried by opportunistic bandits as well as creatures from the forest. With terror spreading and the trade and welfare of the people drying up Tyler the Lichslayer, a cleric of Heironeous and a hero from the Campaign, formed The Companions of Telasaro to clear the areas around the road and patrol it. He sought and received commissions from Telasaro, Lugard, and several Trade Houses and soon he had almost 450 well equipped men patrolling the road on horse. The first years were tough fighting and groups of 20 or so Companions would shepherd caravans from Telasaro to Lugard and then take any back that did not take the Melidaa south.

Eventually the road stabilized and the Companions began to range and fight further towards the forest. Now called the Black Road Rangers, the group swelled to nearly 2000 men within 5 years and parties of up to several hundred would ride out to the forest's edge and fight for several brutal months before returning to Lugard, Telasaro, or Kurt's Junction which became their base. The Rangers were a dangerous group but young adventurers saw them as glorious and the ultimate group of heroes to join. The membership climbed slowly even as the Rangers made the road more and more secure, because many new recruits died on their first expedition and veterans too were claimed. It was during the eighth year of the Company when Kurt's Junction was burned in a night attack surprising in both its size and how far it went from the forest. Following this, Lord Commander Tyler ordered the entire Company to muster and they all rode out towards the forest. They campaigned for 4 months and cleared out each of the 5 major ruins near the forest as well as the two watchtowers long abandoned by the 2nd Imperium. The Company returned a mere 1500 men: bloodstained, hardened veterans all, and loaded with treasure. Their victories were celebrated from Lugard to Balmorra and into Nurimsland and the High Houses of Lugard, Telasaro, and Balmorra each pledged 5,000 men to march on the forest. Lord Commander Tyler however, knew that it would be foolhardy to march into the forest with 50,000, especially with no information on what lay inside, and instead asked for money to construct a pair of fortresses.

So were the twin fortresses of the Black Forest Guard constructed. The monolithic North and South Watch castles are some of the largest and newest 'large fortresses' on Dominaria, indeed few castles built in the almost 500 years since can match their height and size. The star-shaped bastions are an improvement on the older Imperial-pattern fortress they're based on, and the inner redoubts and block-citadels are built of thicker stone with more positions for heavy weaponry. Upon completion of the fortresses, Lord Commander Tyler gave up his command and commissioned the Black Forest Guard under its first commander, Lord Arthur "Hyperion" of Lugard. The Black Forest Guard have patrolled the edges of the forest and guarded the Black Road for nearly 500 years. They've fought the creatures of the forest, tracked the larger groups for, and weathered more than a dozen major attacks and campaigns in that time. Men from northern Ramosia as well as the Northern Houses may join the Guard for a period of three, five, or ten years and are equipped with what they cannot bring. The Guard was once highly selective, and still will only take able bodied men who can take the training, but now criminals can join to manumit their sentences and the Guard will provide equipment to those who sign on for at least five years. The group is still seen as a heroic profession, and indeed many young men seeking to raise or 'polish' their station will join the guard, but it has definitely lost its luster as it becomes more and more successful at holding the denizens of the forest at bay. North and South Watch can each comfortably hold 6,000 men and 2,000 horse, and both currently house roughly one-third that number with about 1,000 from each out on mounted or foot patrol at any time.

Area of Influence: The Black Forest in northeastern Ramosia

Base of Operations: North and South Watch as well as the taverns, way-stops, and depots the group owns in Kurt's Junction

Leadership Style: Lord Commander of each Watch, who agree on directions through seniority

Patron Deity: None, but Pelor or Heironeous would be commonly worshiped in the chapels

Symbol: A black tree on a green field, a white skull on the left of the trunk and a golden shield on the other

Note: The Black Forest Guard currently considers the Lich Artemis of Ithraka and his undead horde, the Werewolf King Thomas Redmane and his tribe (allied with the Yellowshield Goblins), and the Red Sorceress of Bear Lake as their main enemies.

The Jägers (Working Name)[edit]

The Kaiserjagers/Konig Jagers (Imperial Hunters/King’s Hunters) acts as the secret police force of the Ramosian Coalition, hunting down any and all of the myriad threats to the stability of the realm, from internal corruption caused to assaults from other nations. The Jäger as they are commonly known, serve as a light, mobile infantry and are primarily used for reconnaissance, skirmishing, or screening bodies of heavier troops, often being used on the strategic level to provide support and cover for the rest of the army. Occasionally they are also used for search and destroy missions deep behind enemy lines.

The Jäger were founded by Lord Krieger ‘Ironfist’ of House Tassarini at the start of the 4th Age. With the ‘Dragon’ defeated, his many surviving warlords and lieutenants scattered, remaining as powerful thorns in the side of Imperial forces. Realizing that military campaigns would take too long and be inefficient in tracking and eliminating these enemies, Lord Krieger sought another method. With the support of Lord Tionne of the Northern Alliance and Lord Renzel of the Ramosain Coalition, he created a small, but elite group of hunters, trackers, soldiers, mages, and assassins to search out these enemy warlords and eliminate them.

During war or operations with the main military formations of the Coalition, the Jäger are allowed to act with a certain amount of initiative on the battlefield, unlike line infantry who are rigidly drilled and kept under tight control by their officers. For this reason, Lord Krieger has sought the most energetic and daring soldiers to be selected to become Jäger.

Area of Influence: Ramosia [Westlands]

Base of Operations: Scattered [Need HQ]

Leadership Style: Military, with Lord Krieger as current Commanding Officer

Patron Deity: None



The Malmuks[edit]

The Malmuks are the ultimate expression of the Grand Caliph's rule in the cities of the Southern Caliphate. The Malmuks are technically slaves, owned by the Grand Caliph and placed as his eyes, ears, and enforcers in the cities of his dominion. No one would guess it based on their appearance though. They are Knights in the finest traditions of the Easterlings, and are treated as such by all. The only mark of their servitude, and in fact the only shackles they wear, are their tattoos and names. The Malmuks are all dedicated to Societies of their choosing when they enter service at 16. Each society has individualized tattoos and the new Malmuk will take the moniker of his society. If Basheer ibn-Faysal al-Hiyab joined the Dutiful (Wajib), he would henceforth and forever be Basheer al-Hiyab Abd al-Wajib: Basheer of Hiyab, Slave of the Dutiful. So slaves they may be, but any man would be unwise to suppose they are the same species as a common market slave. These societies help guard and police the many cities of the Caliphate and ride out in wings (150) or as an entire fist (300) to meet local threats that city-guards or army units are often ill-suited to match.

Area of Influence: The Realms of Grand Caliph Nurah al-Din, Caliph of the Southern Caliphate, Kwazarmia, Numadia, Sura, and the Emerald Caliphate

Base of Operations: Karnak

Leadership Style:

Patron Deity:

Symbol: The Tatoo symbols of the various Orders


The Morivanian Orders[edit]

History: The Morivanians, or Knights of St. Cuthbert, are a monastic knightly order founded shortly after St. Cuthbert's ascension. They were originally devoted more to the paragon that was the man, rather than his ideals; but they have fluctuated back and forth throughout their existence. They originally built a massive citadel-basilica on Mount Maiden nearly 100 miles north of King John's wall. They dedicated their first several centuries of existence (measured in Charters, or number of Grand Masters they have had), 17 Charters, to the protection of settlers north of the wall and the pacification of the barbarians, Hill Tribes, and Beast tribes and bands that had flooded out of the Verge during the Kjeldon War. Over that period they built 23 fortresses and watchtowers and spawned two splinter organizations: The Order of St. Matthias (an order of healers and thinkers), and The Knights of St. Thomas the Traveler (a more 'rugged' order of Rangers and Scouts). At the commission of their 18th Charter, the Knights of St. Cuthbert called the 1st Conclave [of the North] and invited both other orders. At the commission they laid down The Law of the North and declared the formation of 6 Houses to rule the North from the six largest city states north of King John's Wall.

Since then, the three orders have all divided into chapters based around a particular fortress, watchtower, or chapel. The Orders all bow to a single Grand Master, and the three Grand Masters meet on the two Solstices each year and in times of emergency. During their long history, while their goals and outlook have changed, they have staid true to their first charter: protect the people of the West from the horrors of the Verge and beyond, and watch over those whom the powers in the West would neglect. Their Knights, Paladins, Rangers, and Priests are respected and loved across the North, although an intelligent amount of fear is also given to the men who stalk the foothills of the Verge.

The Knights of St. Cuthbert generally ride out from their fortresses and watchtowers in force, ranging from 10 to 1,000 men or larger especially when several Chapters unite. The expeditions generally include mounted and foot components, except on the smaller end or in cases where speed is essential. When not riding for the Order, the Knights will ride throughout their 'march' arbitrating disputes and acting as a stabilizing presence. The men and women of the Order of St. Matthias are organized around cities and townships wherein they have a church, library, hospital, or several of these that they act from. They will move throughout their 'territory' singly or in small groups, and those among them dedicated to knowledge have been known to range as far afield as the Najiki Archipelago. The Knights of St. Thomas the Traveller came out of the Scouts and hardened Soldiers who manned the Watchtowers. Each 'Watch' will operate from a Watchtower, small fortress, or fortified bridge and patrol their 'range' singly or in small bands.

In the Fourth Age, the Morivanians are solidly aligned with the Northern Alliance. The territorial spirit of their creation is strong since the fall of the 2nd Imperium and stayed strong during the rise of the 3rd Imperium. Even after the Northern Alliance bent the knee to Emperor Tionne and the last Morivanians surrendered, the Morivanian Orders continued to speak for the North. During the 20 or so years of peace following the North's surrender the Morivanians carried on as they had since their inception but watched the Imperium proper closely and with suspicion. They recognized the Logan Ingramar's (The Dragon) growing dissent and probable rebellion but chose not to act, a choice they now live in shame of.

During the War of the Dragon they largely sat out, invoking the right of a territorial home-guard or a religious order varyingly. Once The Wandering One returned however, they realized their monumental mistake. From then on they fought for the Imperium as ardently as any troops and more then most. Nearly a quarter of both Knightly Orders of the Meorivanians died before the Wandering One fell. In the year following his fall they mustered alongside the Northern Alliance and then marched south with its armies. the watchtowers and fortresses of their Order are still manned, but between the large hosts sent south and the massive recruitment and training efforts their visible presence in the North has diminished by about half.

Area of Influence: Misty Foothills/Northern Houses/Northern Ramosia, basically everything north of King John's Wall

Base of Operations: Many, but the Mount Maiden Basilica is the biannual meeting spot and biggest fortress.

Leadership Style: High Priest or Priestess with individual bishops overseeing countries

Patron Deity: St. Cuthbert and Heroneous

Symbol: Varies by Chapter, but all bear the crossed mace and lightning bolt of the Morivanians somewhere on their seal.

The Whitebridge Exploratory Guild[edit]

Area of Influence: Arcadian Andor, Arcadian Felix, Ramosia

Base of Operations: Whitebridge

Leadership Style:

Patron Deity:


The Wyrmsworn[edit]

The Wyrmsworn are the most enigmatic of the "Kjeldons", and have no set geographic expanse aside from the vast lands of the Kjeldon tribes. The Wyrmsworn are a tribe that is not a tribe, for they are from every tribe but of none. They are seen as rabble-rousers and even rebels by some for their actions, and their goal is to throw off the hierarchy of Tribes and become one people united in the north; so the label is not necesarily wrong. They aren't terrorists though, and only the most radical bands of Wyrmsworn have fought Fang or other Tribal outposts or done anything overt. The Wyrmsworn movement is still largely in its infancy, but it is slowly gaining traction due to the Fang Tribe's taxation (not really harsh but a new concept in the north) and the sense of growing evil that all the wise men and shamen can feel growing in the world. There is a sense among the young men that are the backbone of the Wyrmsworn that there is a calling to do something more than what they have done, to gain a sense of meaning in the larger context. On top of this the rising fear that the Ice Queen of legend is yet alive in her dread palace, and the 'established rulers' unwillingness to listen, have lead to men joining the Wyrmsworn as a means of preparation for what's seen as an inevitable conflict.. The Wyrmsworn take their name from the legend that they have that their leading council, greybeards who have been fermenting the movement for decades, sit in council with a Dragon of the ancient days - one of the great Wyrms of their legends. Few actually believe it but it is a strong legend and a tale to warm the hearts of new members.

In truth, the legend is actually partially true. The leader of the council is the truly ancient Dragon Vaevictus Asmadi, although few would take him for one. He was caught in human form on the northern ice shelves, speaking with a centuries old Shamen that he often traded riddles with, and cursed to remain in human form by the Ice Queen. So long as she lives the last Dragon Lord of the ancient days, capable of channeling a magics beyond count and laying waste to cities, is relegated to human form. He harbored a deep rage for centuries, travelling the world in search of knowledge or magics to free him or ways to defeat her, before returning north to set his plans and make his war on her. He is slowly building the movement, and is adept at playing politics of all sorts. Aside from the Kjeldon tribesmen that he first began to play politics amongst, Nord men and Boldous Vikings have joined the Wyrmsworn - for among them it is an order dedicated to fighting the Bone Kjeldons. They work with other Kjeldons in the Wyrmsworn to wage a guerilla war against the Bone Kjeldons in the mountains of the far north. In their cultures, the Wyrmsworn are looked on negatively as men who are begging for a dangerous war with those better left alone. The Wyrmsworn do have some few recruits from among the Sibersk men, mostly Tartars who's hatred of the Bone Kjeldons burns bright or the Khachak Tribesmen who remember the "long nights" from their forefathers' tales. All of these men, drawn from different backgrounds and fighting for different reasons, fight in the name of the Great Wyrm and at least all know of the Ice Queen. The whole movement has the feeling of a freight train whose wheels are just starting to turn, they may catch on the rails and start forewords, or they may fall silent as the immensely complex engine fails to start.

Area of Influence: Northerned

Base of Operations: An immense cave high in the Aldari Mountains of the far north

Leadership Style: Council under the leadership of Vaevictus Asmadi

Patron Deity: N/A

Symbol: N/A

Other: N/A


The Red Tower of Andor[edit]

Astride the famed cliffs of Andor sits the campus of the Red Tower. The Red Tower was formed as a result of the Desolation Accords following the Flood Wars, as the guardian of the Southern Coast and the Bay of Sarnia. Its power has waxed and waned since then, and for 200 years during the Third Age the Tower lay an occasionally abandoned ruin, but at the dawn of the Fourth Age the Red Tower is a powerful actor on the southern stage. When Jared the Ætherborn came to power on the Lion Throne, he revitalized the tired Guild and it has flourished under his son to the present day. In 80 FA wizards and their warders from the Red Tower serve all across the West, helping the armies of the Alliance and Coalition root out the last of the Warlords and their forces. The Red Tower also has wizards spread across the Sea of Swords, making an effort to rewrite the gazetteers and almanacs on the area and seriously explore the Najiki Archipelago.

The Desolation Accords formed a network of mages guilds out of the ruins of those that had gone before. After the Flood Wars, the remaining wizards of Dominaria organized into guilds by region, and the Red Tower became one of the Shields of the South. Over the centuries thereafter, the Red Tower assumed many of the roles of the White tower of Whitebridge that had gone before it then faded into a quiet yet powerful obscurity as the world stabilized and governments returned to form. The Red Tower ammased a prodigious library and artifactorium and played host to a sucession of powerful Dragon Rider cults until the formation of the White Swords, when the tower became the southern base for the new organization. This was the zenith of their power: at least half a dozen dragons rested in the hold on any given day, the 14 ships of the Red Fleet known across the Sea of Swords, and the colleges and libraries were expanded to their present sprawl. The Red Tower took a hit during the First Campaign of the Wandering One, but really went into freefall during the Second Campaign - especially after the Battle of Dragonfall. The original Red Tower's last Archmage, and their last cadre of graduated mages, died late in that war at the Battle of Actarun.

The Tower was manned, and the schools sputtered along, for a decade or so after the war; they were artificially kept afloat by the Tower's name and by money from friendly governments. Eventually however, the Torre delli Occulus in Syracuse took over the Red Tower's range and what students remained either left or travelled to Syracuse. This began the roughly 300 year period where the Red Tower Guild ceased to exist. For the first 100 years, the tower changed hands several times: early on it served as an Arcadian outpost, but then they abandoned it and a large bandit faction moved in. The bandit faction grew in strength and the Principality of Andoria briefely flourished as a trade and pirate state ruled from the Tower. The Principality failed during its first sucession and then the tower lay abandoned again. Glacan of Athon took the tower next, and used it as a base of operations for his large mercenary army. They would be the last tenants of the tower, abandoning it after 60 years.

For another 100 years or so, the tower and its campus endured. Plants overgrew much of it and vagrants and bandits moved in and out. The Tower would reform itself during the Third Campaign of the Wandering One, as several Archmages looked to distance themselves from the Mages Council's growing power in the Centrality. The Red Tower and it's campus were cleared and then laboriously rebuilt. The Dragonhold was briefely reopened, but Lamyra Sunscale and her two hatchlings died fighting with the Arcadian army during the Third Campaign. The ship's quays were cleared of the old and rotten ships and the new guild commissioned several merchantmen to supply them and to be their eyes, ears, and means of conveyance. The Red Tower was a modest guild of around 70 wizards and apprentices when the Purge happened. The guild survived but did not recover fully until Jared the Ætherborn came to power and spent considerable money and knowledge revitalizing the Guild.

The Red Tower's Campus comprises three main parts: the tower and surrounding buildings, the dragonhold, and the ship quays in the limestone caves at sea level. The Tower itself is a tall spike of red granite, shining in the sunrise and glimmering in the sunset. Along with the five smaller surrounding towers, it is one of the most beautiful sites along the southern coast. The campus, which now sports a tall white ring wall, comprises several colleges, a library, an artifactorium, and expansive dormitories still not close to fully utilized. The dragonhold lies in disrepair, but has been cleared and cleaned for use by Vargash the storm and his rider, Johnlammen the Bard. The two, along with Sean Stormborn, frequent the tower and maintian a close relationship with the Guild. The ships quays see steady traffic - mostly ships from the Torre delli Occulus in Syracuse or the Guilds of Beldron, although a half dozen of the Guild's trade ships ply the southern seas.

Today the Guild is a growing force in the South and one of several guilds wizards refer to as the Salerian Sect for their close ties to the floating city. The Guild has roughly 150 wizards and apprentices, although most of the graduated wizards are afield across Dominaria in the wake of the Dragon's War. A 2,000 man Red Guard patrolls the walls and provides warders for the mages of the Guild.

Area of Influence: The Southern Coast from old Sarnia to Delphi, and north to Ak'kritaar

Base of Operations: The Red Tower and surrounding campus

Leadership Style: Grand Archmage and council of archmages by school

Patron Deity: None

Symbol: ????

Note: Although many believe that the guild is the the "Crown Cadre" of Andor, they actually have no formal connection to the Lion Throne. Archmage Reginald the Wise serves as advisor to the crown, but only as a courtesy.


The Banking House of Calder and Dane, Respectively[edit]

The Esteemed Banking House of Calder and Dane, Respectively, is the state bank of Ramosia. The Banking House is based in Southern Ramosia: their headquarters lies on the Street of Pearls in Ak'kritaar, on a hill overlooking the Bridge Gate and the docks outside of it. The House also owns a the bridges over the Melidaa and Daan Rivers at Ak'kritaar and Colosopolis and the small port town that services Colosopolis. The Bank does much of it's buisiness up and down the country, financing Guilds, farming, mining, and mercantile interests with a keen eye to empowering Ramosia and making a tidy profit. The Bank holds significant liquid assets at its seven offices, each with their own coffers and vaults, but most of its liability is held by the Gold Bank of Sarnia. This is a fact easily known to the mercantile elite, but not publicly shared. The Bank accepts the risk of being beholden to the Gold Bank, but is a reliable client and really wont have any other choice for the foreseeable future. Another function of the Bank, aside from offering loans and securing deposits, is overseeing, notarizing, or officiating contracts and mediating disputes. When one does not wish to involve the "Law", for good or ill, there are few contracts more trusted and respected than a contract signed under the roof of the Banking House of Calder and Dane, Respectively.

Area of Influence: Ramosia

Base of Operations: Ak'kritaar

Leadership Style: A Chief Magister who oversees all operations and directs the branch Magisters

Patron Deity: None, unless profit counts

Symbol: An evenly balanced Scale, with a C and D on each side of the equation

Note: The House nomenclature is essentially meaningless, but Houses Calder and Dane find two voices (or votes on occasion) to be preferable to one.

The Banking House of Tybalt Tymber & Sons[edit]

The Banking House of Tybalt Tymber & Sons has dominated the Avenue of Gold in Amacidia for six centuries. The House rose to prominence in the turbulent years following the fall of the 2nd Imperium. House Tymber secured large reserves of capital and good during the fleeing, rioting, and the upheaval. They emerged prepared to position themselves well in Southcrown and were setting themselves up to take over when House Amace marched their armies in from the Reach and took over and Southcrown, now Amacidia. House Amace led the city to rejoin the reforming 2nd Imperium and House Tymber had to sink or swim. They decided to adapt, and Sir Tybalt Tymber leveraged their position into forming a banking House in the now prosperous trade heart of Cormyr. During the height of the resurgent 2nd Imperium House Tymber expanded and started a branch in Taralon. Their deep pockets allowed them to buy into the expanding trade in ores from Nurim's Mountains and solidified their position as a power in the region.

The Purge at the end of the 3rd Age ended the reign of the Mages' Council and destroyed the 2nd Imperium. During the chaos, rumors say House Tymber maneuvered in the shadows and vastly improved their position. It's said they bought up mercenaries and used the cover of chaos to destroy several rivals in the two cities. Whether true or not, House Tymber entered the 4th Age with deep pockets, powerful friends, and no rivals in Amacidia. House Tymber weathered the war in Amacidia and Taralon. They gave out large loans to House Arrington and House Latimer and the leadership of both branches of the bank weathered the war safe in Reavstone Keep. In the present day Amacidia the Banking House of Tybalt Tymber and Sons runs a brisk business in commodities and securities, gives loans and secures money, and maintains a ready supply of mercenaries to be hired. The last function serves two purposes. First, House Tymber is able to undercut competition (taking a loss when they compensate their mercenary captains the difference) and at the same time buy the loyalty of the Lords that do the hiring. Many new territories on the western edge of Amacidia owe their taking to House Tymber. Secondly, a steady supply of mercenaries hedges House Tymber's bets. It would be difficult for any but a well-prepared High House to topple them.

Area of Influence: Amacidia

Base of Operations: Amacidia, with a large branch in Taralon

Leadership Style: Hereditary through the branches of House Tymber

Patron Deity:


Note: House Tymber can call a roll of almost 4,500 mercenaries currently. Most of this force is dispersed on contract work but their imposing barracks in Amacidia host 900 men presently. They also have 17 ships based in Mantaér to hire out to shipping concerns.

The Gold Bank of Sarnia[edit]

The Gold Bank of Sarnia was formed in the early 2nd Age by a cadre of Sarnian nobles. Their goal, for the parts of Arcadia proper were still nationalistic yet, was to create a base of Sarnian power in the north of the boot and build up strength for a rebellion. The Gold Bank became powerful swiftly trading up and down Arcadia by highway and throughout a rapidly expanding Ramosia by river. Within 3 decades though, the original goal of the bank had been subverted by a younger generation hungry for gold and unwilling to risk war. Thus the Gold Bank became a staple of Arcadian and Ramosi trade and politics. Their stable rise in power throughout the region was uninterrupted until the early Third Age when the grand Banking House itself, almost a fortress by this time, was sacked and plundered by Grand Caliph Suzerain. The Bank slowly reformed after the war, but wasn't seriously able to take off again for several centuries. The Bank existed in a state of near non-existence, really just several Ramosi Trade Houses and some wealthy Arcadian merchant families. During the Third Campaign of the Wandering One however, the Bank's fortunes would reverse. The Arcadians needed more and more Gold, and the disaparate parts of the Gold Bank decided to form a coalition and remake the Bank properly. Since helping finance that war, they financed the Arcadian reconquest of Felix as well as the Selucian and Andoran portions of the punitive action in Concord. During the Fourth Age especially, the Bank's fortunes have truly taken off again and it has a strong power base throughout Arcadia and Ramosia, where it effectively owns four Low and Trade Houses. The Gold Bank is a traditional bank, and lends, stores, and exchanges money for people and causes it deems profitable. Its caravans and few locations are ridiculously well guarded and they have a reputation for security which only the Mecidi Consortium can rival.

Area of Influence: Arcadia, Ramosia, east Cormyr, east Andor, Rishdan

Base of Operations: Syracuse

Leadership Style: A Chief Magister who oversees all operations and directs the branch Magisters

Patron Deity: None, unless profit counts

Symbol: The ancient banner of Sarnia

Note: None

The Rishdan Connection[edit]

The Rishdan Connection is ire of Marshalls and Constables throughout the Arcadian Peninsula and along the coasts of Dominaria. The Connection is the name for the now enormous drug trade started in the dock sprawls of Rishdan. The Darzi Family is believed to be the organization that first introduced Nalish to Rishdan and the greater Arcadian region. However, since then the Darzi Family has most likely joined the infamous Ra’alin Cartel.

The Darzi family has been in Rishdan for about 300 years, first immigrating after the Southern Caliphate crushed their native city-state of Ankar in Upper Sura. It took several decades of hard trading and savvy buisness, as well as strong marriages to the powerful el-Amin and Samara families - but the Darzi family became one of the more prominent families in Rishdan. They had a seat in the Emir's council and influence on several others, owned several important estates along near the northern gate, and maintained a compound centered on two of the city's famous towers. Alongside legitimate business the family also took on several illicit enterprises. Most notably the family is believed to have been behind the largest counterfeit operation in recent history, creating false transit and import/export papers. Near the end of the 3rd Age the family and several other crime organizations got involved in a huge civil war over the blossoming trade in Nalish. The violence and stakes were so high that even the wealthy Northern half of the city was engulfed in violence and the dock slums were a warzone. After the smoke cleared, literally, there was only 4 organizations left. The Darzi Family joined with the Ra'alin Cartel and took over the Bronze Street Gang. The Bronzebacks became much of the muscle for the Darzi Family while Ra’alin Cartel's drug ties became the newest arm of the family's buisness.

The Ra’alin Cartel formerly dealt in many of the drugs on Dominaria, spreading them throughout the southern coast of the Caliphate, but their two cash-crop drugs were Nalish and Hoc. Nalish is a poppy plant native to the Najiki Archipelago and is extremely addictive. The Guunharri tribes of the central Najiki have long derived opiates from Nalish and the Ra'alin Cartel began to bring the product north to trade and smuggle as early as the the mid-3rd Age. For a long time the Ra’alin the only major traffickers of the drug, and by the time of the Rishdani Gang Wars they were still the largest. After the civil war of Rishdan’s underground the Darzi Family came to dominate the trade like never before. For the longest time the drug was bought in rather small quantities in the dens of Rishdan and among the high Arcadian and Caliphi elite. The Ra'alin Cartel always kept the supply low and the prices high. The Darzi Family however had a different idea: move larger quantities than ever before. Within two years there were Nalish dens throughout the coast of the Southern Caliphate and well inland into Arcadia. The Darzi Family knew how addictive the drug was and once they had their claws into an area they had buyers for life.

In 70 FA the Nalish trade has spread throughout the coastlines of Dominaria. There are dens aplenty in Rishdan, the Southern Caliphate, and the Zomahastra; although the practice is seen as low in Rishdan, many of the Southern Caliph's Emirs frown on it, Nova Concord banned it, and many Emirs of the Zomahastra have opposed Ra'alin influence. Arcadia too has it's fair share of Nalish dens, although it is officially illegal in Arcadia and its provinces. Nalish gets more and more exotic as one moves west and quickly becomes very expensive by the time one reaches the Narrow Sea or the Southern Isles. All of this is controlled by the Darzi Family, either directly or indirectly

In summation, the 'Rishdan Connection' consists of three parts. First there is the Nalish supplied by the Guunharri tribes of the central Najiki in return for high quality weapons, gold, and well-built ships. This product is moved in large quantities to Rishdan by either the Ra'alin Cartel or one of the many captains that owe them. Finally, the Darzi Family uses their extensive trade connections and superior counterfeit/forging capabilities to move the product all over the world. The Darzi family does not have any entire governments under their sway or even any provincial governments of High Seats, but this is by design. They keep bureaucrats, functionaries, and minor military commanders in their hand to grease the gears and help spread the product under the scrutiny of increasingly resistant governments. All in all, the trade through the Rishdan Connection is growing at an alarming rate: more and more people throughout the world are succumbing to the sweet sweet embrace of Mother N!

Area of Influence: Rishdan, Arcadia/Southern Caliphate/Zomahastra (mostly coasts but inland as well), the southern coast of the Westlands, and the Southern Isles

Base of Operations: Rishdan

Leadership Style: The head of the Darzi Family and his sons/nephews, head of the Ra'alin Cartel and his Commodores, and the tribal leaders of the Guunharri humans and sea elves.

Patron Deity: None, although they increasingly venerate "Mother N" (the Drug) and "The Patient One" (a God of secrets, darkness, and they believe smuggling and influence - although he is really a patron God of Abberations)

Symbol: None

Note: None

The Trade Bank of Athon[edit]

The first bank ever in Dominaria, the Trade Bank of Athon, was actually created before currency and insured/underwrote large transactions between merchants as well as offering the first vaults. The Trade Bank, later called the Sea Bank for a time after the rise of currency, insured agreements and contracts signed under its roof by force and constituted a strong independent force of men scattered at various branches throughout Athonian, and later Hellenic and Beldroni territory. The bank volunteered its men to fight under the Athonian banner during the Great War, but by the end of the war the Bank had sworn never to commit its soldiers wholesale to a cause ever again. Since that day the Bank has become a source of money, security, or power for any willing to sign on the dotted line. The Bank's influence extends throughout the southern coast, Illyria, Beldron, the islands to the south, and overlaps with the Gold Bank of Sarnia in Andor and Cormyri lands. The Trade Bank is still known far and wide for enforcing any contract signed under the roof of a Trade Bank by force, and the vaults they offer only fall short of the Gold Bank of Sarnia and the Banking House of Cochler and Spade in Valmorra. The Trade Bank maintains a large force of permanent mercenaries (professional soldiers) and mercenaries, as well as a sizeable fleet of ships for trade, transport, and security. It's entirely possible that this constitutes the largest force of Hellenic soldiers on Dominaria, and one of the largest forces of Beldronis not aligned with a city, but no one really knows. These men and ships enforce broken or strained contracts by intimidation first, but then unrelenting force to uphold their proud reputation.

Aside from signing, notarizing, and enforcing of contracts, as well as offering vaults for the truly concerned, the Trade Bank sells ships and men for hire. The Magisters of the Banks rarely ask questions but they make a point not to break the law knowingly. For example they may consent to haul a cargo of large crates but if a Whitebridge harbor master opens them to find Hushka from the Najiki Archipelago, the captain will give up the cargo and display the contract in an instant. The Trade Bank's soldiers for hire are another matter though. While it is true they will not knowingly guard a slave caravan for instance, they will not quit a fight/conflict under contract unless it is hopeless. The Magisters of the Bank will carefully and stringently weigh any decision to sell mercenary services, but once committed the soldiers can be relied on far past normal mercenaries.

Area of Influence: The Hellenic States, Beldron, southern Illyria, southwest Cormyr, west Andor, the Southern Isles

Base of Operations: Athon

Leadership Style: A Board of Directors in Athon which directs the activities of the Trade Banks and makes overarching policy on who and what the Bank views favorably

Patron Deity: [Pholtus], God of Resolution, Law, Order, and Inflexibility.

Symbol: A scale balanced upon a sword

Note: None

The above content has been updated to 70 FA.

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The most incredible thing about the Dragon's War, and the Wars of Sucession that followed, was the extraordinary cost. By the end all sides involved had not half the troops, and barely a third the gold of the pre-Dragon 3rd Imperium. The Great Library of Venicia burned, as did the Museum in Amacidia and wonders beyond count. It is remarkable the effect on history that one decade can have.
The works of Doldus Aurelian, Order of Saleria, 80 4A


Dwarven Brotherhood[edit]

HISTORY: The dwarven warrior elite. They are responsible for guarding most dwarven citadels and ancestral treasures. Membership comes from all tribes, all tribes being intermixed within units. They are extremely passionate about defending the dwarven race from anything. They’ve made it their personal business to eliminate the Goblin Triad, amounting to something of a blood feud. During times of war they are the Dwarven Nations elite shocktroopers. Other than the triad they’re main concerns are raiding parties of mountain centaurs, infrequent barbarian raids, and Phyrexian groups. They are in good terms with the people of the Ruul Valley and have uneasy agreements with the Vampires and Lichens due to the fact they arbitrated the only Vampire/Lichen peace treaty ever (ages ago) - both races respect them. The Dwarven Brotherhood doesn’t have very many bases to themselves rather a cadre in every city or fortress. They’re bases are very centrally located within each dwarven province and have a very organized high commend and ultimately answer to the Dwarven King of Old who is elected for life from the leaders of the dwarven provinces. They have a high opinion of themselves but are not completely stuck up. Every dwarf wears a signet ring with they’re clans emblem and the honorguard wear the Kings emblem on they’re signet which is all one piece of cut ruby. They exist as the ultimate protectors of the dwarven race, and you most certainly do not want to mess with them.

Area of Influence: Misty Mountains

Base of Operations: N/A

Leadership Style: Chain of Command with the King on top

Patron Deity: Dwarven God

Symbol: Signet ring with the Kings emblem

Other: You must be a dwarf to join the Dwarven Brotherhood

Duskhan League[edit]

HISTORY: A cabal of very powerful magic users, fighters and planeswalkers who make it there duty to protect Domanaria and prosecute her interests across the planes. They’re an incredibly secret group who keep council with the most powerful rulers across the world (Kings of the most powerful countries, Guildmasters of the most distinguished guilds etc.) No one outside of this very powerful circle even suspects of the League’s existence. In other planes they are known as the “Domanaria Protectorate”. Its base is located in the House of Doors which is a gigantic manor in the Katarn Islands. Its called the “House of Doors” because it has a portal (door) to every known plane and demiplane as well as a large number of the layers of the Abyss. Each door leads to a room with other doors that lead to specific locations on that plane. The House is full of libraries, laboratories, magical experimentation chambers and stellar and planar observatories. It is constantly being added on to at random as new portals are being found or new rooms are being built. It appears to be a jumble of styles of architecture. No one on the Katarn Islands knows of the House’s purpose or care much, staying away from it, dismissing it as haunted. The House currently covers an entire Katarn Island and ground and partially under water. A network of crystal balls, connected by crystal tubes with enslaved spirits inside make a navigation system for the House. The Duskon League is renown across the planes for making Domanaria unassailable. They close and/or capture any gates that happen to open up on the prime. The originator of the Duskon League was a lover of the Lady of Pain and she taught him the secret of portal magic – that’s how the Duskon League is so good at it. Whenever there is a planar breach on the prime, they will warn the leader of that country and act as military advisors. The Duskon League is the sole reason why the Bloodwar hasn’t spilled over into the prime. They are made up of, by and large, epic level characters, although the army they maintain are elite or paragon level. They also maintain three interplanar battleships as well as a small fleet of very good seafaring ships.

Base of Operations: House of Doors

Area of Influence: Domanaria (unknown presence)

Leadership Style: Grandmaster, righthand man and a senate

Patron Deity: Arkon

Symbol: Blue circle on dominant palm, pendant of signet

Other: -Feared by high powered enemies -Membership is very diverse. Almost every species on Domanaria have a member in the Duskon League

Goblin Triad[edit]

HISTORY: A union of three major goblin tribes in the Misty Mountains formed sometime after the Dwarf War (Age?). Up until that point the goblins and dwarves had been in constant fighting because of they’re pathological hatred for the other species. During the Dwarf War the Dwarves united to fight the humans and because they were united it became increasingly difficult for the goblins to survive. When the dwarven armies returned from war they sacked many goblin cities and villages. At this point the goblins had lost much of they’re civilization and all they’re treasures. The three tribes (make names) that manages to escape mostly intact formed the Goblin Triad. They retreated to the vast network of caves and mines that carpet the Misty Mountains and they now fight a guerilla war against the dwarves or anyone in they’re perceived territory. They have a peace agreement with the people of the Ruul Valley. The Triad has several fairly large settlements in abandoned mines but are still largely barbaric and uncivilized. The goblins have discovered the vast Domanarian sub terrain and are currently engaged in a war with the ancient denizens of the sub terrain. They are trying to build an underground city that they can use as a safe haven and breeding ground.

Base of Operations: Ancestral Citadel in the Misty Mountains

Area of Influence: Misty Mountains

Leadership Style: Three Chieftains

Patron Deity: (goblin god)

Symbol: Three cut rubies forming a triangle

Other: N/A

Order of the Storm[edit]

HISTORY: The Order of the Storm has a hidden history. Its starts during the Flood Wars. Wave upon wave of Flood ravaged the land and its survivors. They stayed alive however they could. Several groups from disparate villages, hamlets and cities across three countries formed together into a caravan of about 1250 after a chance meeting in a river vale. They decided to strike out for the coast and escape. Long story short about 750 survived the hellish trek to the coast of southern Greece, upon which they boarded two boats and a barge for the ocean. They struck out on the high seas (suicide!) and braved storms, survivor raiding parties and seas monsters while skirting around the islands south of Rome. After this the people went out once again into the uncharted seas. Almost at the point of starvation, they found the Lonely Sandbar and went ashore. Seeing that the outer reef was desolate they portaged a boat and picked 150 hardened fighters and mages (out of about 600 remaining survivors) to explore the islands. They found them strangely devoid of life, though it was well supplied. Everything was kept tidy as if by Unseen Servants and indeed, inanimate objects were seen doing chores. After taking supplies the men erected a “We were here” standing stone at the highest point in the islands. They returned to the ships and left. They traversed lots of tropical ocean and eventually came across the Tern Islands. Again long story short they had to fight a dragon, lost about 150 people and the smallest ship then fled. After that they fought off a kraken while attempting to repair the barge at sea, losing it and another 50 people. The remainder of the original 750 people traveled across trackless ocean for another month. Eventually they came across the Dragon’s Eye (Maelstrom). To their extreme surprise they did not die – at the bottom of the huge vortex was an island upon which had a mountain. The island was surrounded with calm waters yet a whirl of falling water stretched up as far as the eye could see. The mountain was fairly normal except that it was more conical than most. At the peak was a temple/castle/mansion with many levels cut right into the mountain. The architecture was completely alien being a material that they had never seen before (crystalline arkanite and immaterial). They walked inside to find it completely empty of life (just like the Lonely Sandbar), strolling halls filled with various trophies and fantastic art. Any writing that they saw was completely foreign and unreadable even by the Tongue spell. They finally came to a large room in the temple area that was filled with doors. A strange humanoid was sitting in the middle wearing loose-fitting tunics. He explained that he was Arkon, the creator of Domanaria. All of the doors led to shattered and destroyed primes and demiplanes. He had been to all of them and knew what went wrong. He created Domanaria to be a prime where none of this would happen again. Arkon had closed all gates to these primes but these (there is at least one gate to every plane). Domanaria has a whole net of containment facilities to hold all the evil of those primes locked away (such as the Flood, Varkians, Thathrak’s Horde, the Wrath of the 3 Suns etc.) Then he asked them if they would like to be the guardians of the castle and make sure nobody else accidentally stumbled upon it. They said yes because they didn’t want to go back anyways. So Arkon rose up an island just to the west of the Maelstrom and called the fortress on it the Storm Keep. He also raised up two smaller fortresses to the north and east. All are connected by permanent circles of teleportation. The entire party was changed into angels and were equipped and tasked with defending the Maelstrom and keeping beings out. Anyone who comes near the Maelstrom is magically shipwrecked on the island and most choose to join the Storm Battalion. The Order of the Storm other duties include occasional venturing into the shattered primes and policing the series of containment fields.

Area of Influence: The Dragon’s Eye and Containment Facilities

Base of Operations: Storm Keep

Leadership Style: Hierarchy

Patron Deity: Arkon

Symbol: Blue Vortex

Fagmilia Ducale[edit]

(Fag-Mee-Lia Doo-Cal)

HISTORY: The Duke’s Guard or Fagmilia Ducale in Old Norman is first order, tier one shock cavalry. They are among the best nonmagical horse cavalry in the west. As single knights, the Guard are terrifyingly good fighters and a formation of these horsemen can break any ranks. The term Duke’s Guard came into being after the Cabal War when the Norman Kingdom fell into many different fiefdoms. Each fiefdom was usually under the control of a duke. Each duke fielded an army and cavalry according to the size of his fiefdom. Since royalty was believed to mean increased fighting prowess, dukes would usually form their extended family into Honor Guard units. These units were very well equipped and were fearsome fighters. These groups became known as Duke’s Guard. As attrition took out more and more families, dukes eventually started to form their guards out of their best knights who were asked to join the guard after achieving a certain status of renown by proving themselves in battle. Dukes and Lords would usually outfit their guards with the best weapons and armor that could be had out of their personal stocks. A normal Duke will have a unit of Fagmilia Ducale, anywhere from 30-40 knights. The average Duke’s Guard will wear masterworked full plate and use a long or bastard sword, heavy steel shield and a lance. Duke’s Guard are always used en masse as a “game changer” in battle. When not doing battle, the Fagmilia Ducale will train at tournaments, jousts and sometimes in the lists (enclosed free-for-all brawls, or team battles). They are also given manors and small areas of land similar to, but far smaller than, a Lords property. In most Duke’s Guard, rank is determined through seniority, while family members of the Duke have the highest authority. A brother or favorite cousin will usually command the Guard. Strangely (due to some obscure Norman custom) guards are never magic users – magicians are organized into separate units in Norman armies. Occasionally clerics or paladins will make it into the ranks but normally they are fighters. The wealthiest and most powerful of Dukes will often try to outfit some, if not all, of their guards with beast mounts, although very large mounts like dragons and dinosaurs are very rare in this area (they have been mostly killed off in the west – dragons have mostly migrated to the Tern Islands, mountains and desert – wild dinosaurs have been mostly hunted or captured).

Area of Influence: N/A

Base of Operations: N/A

Leadership Style: Seniority/Familial

Patron Deity: God of war/valor

Symbol: Duke’s Cote of Arms


HISTORY: They are an ancient Domanarian order that predates Prothian elves. They’re five Invokers at every one time – one for each of the five Prothian sources of mana. The Invokers were originally five warrior druids who were experts at their forms of mana. They are the ones that crafted the armor, swords and rings of the Invokers. Those five originals created a new class – Invoker. It was like a cleric only there were five domains; fire, water, air, earth and death. The Invokers were each a master of one of those domains and their powers were amplified by the Invokers equipment. The Invokers will usually have mounts that fit with their personal disposition – fire is to dragon as death is to nightcrawler. They will usually surround themselves with small covens of followers who share powers like their own. Succession comes from about half chosen followers and half someone who kills the Invoker. When the successor dons the armor, wields the sword and wears the ring they will slowly become an Invoker. The teachings/memories of previous Invokers are stored in their signet ring. To become an Invoker, one must don the equipment but once an Invoker, level progression is normal. If an Invoker is alive there is a rite by which an Invoker can give his or her equipment to his or her successor and may then train them. Most of the Invokers stay independent although they will sometimes work with people who interests they share. For example, the Smokespew Invoker currently works with the Cabal. One new wrinkle in the story of the Invokers is the newest Invoker – the Mirari Invoker or Invoker of Chaos, a twisted result of the Riptide Project. This Invoker can somehow tap directly into the Prothian source of mana – raw Mirari.

Area of Influence: N/A

Base of Operations: N/A

Leadership Style: N/A

Patron Deity: N/A

Symbol: The Flamewave Invokers symbol is a mountain The Stonewood Invokers symbol is a tree The Starlight Invokers symbol is a sun The Smokespew Invokers symbol is a death’s head The Glintwing Invokers symbol is a teardrop

Hill Tribes[edit]

HISTORY: Unaligned tribes of people who left civilization when they were abandoned during the Mongol Invasion. They usually have a deep resentment for countries that used to be part of the Empire. All they really want is to be left alone but most countries don’t like independent groups roaming free or even existing within their borders so the Hill Tribes are frequently at war. They are extremely independent, not having extensive relations with other Hill Tribes although they do trade with each other but make no permanent alliances.

Area of Influence: N/A

Base of Operations: N/A

Leadership Style: Tribal Chieftain

Patron Deity: ?

Symbol: N/A

Other: Think nomadic gypsies who can defend themselves

The Gears[edit]

HISTORY: The Gears are the Phyrexian Deathtroopers – the highest caliber, most advanced and augmented troops. During the Phyrexian Invasion they were the scourge of western troops because one unit was often enough to defeat a small army of human troops. Phyrexian soldiers are elevated to the Gears only after killing a certain amount of enemies and fighting in a certain amount of battles. They’re given new armor, weapons and augmentations when they join the Gears – the best equipment the Phyrexian war machine can get (not a pun). The Gears are often trained to be much more independent than normal Phyrexian foot soldiers and as such can undertake much more specialized missions.

Area of Influence: Phyrexia

Base of Operations: The Grand Phyrexian Juggernaut

Leadership Style: Military Chain of Command

Patron Deity: N/A

Symbol: A gear

Were Tribes[edit]

HISTORY: The Were Tribes of the Northlands are rather unorganized. Their nominal leader is Orpheus Samael, who has taken on the title of Were King. The rest of the Lichen leaders are organized into tribal structures usually based around were-type. Within the tribes, leadership is by dominance and the only authority over the tribes is the Were King and his sons who are widely feared for their battle prowess. Orpheus and his sons all lead groups of fanatically loyal werewolf soldiers to enforce their will and keep the tribes in line. The only thing that keeps the tribes loyal to the King (other than brute force) is a common enemy – the Vampires. They follow the King and his sons because they are brilliant tacticians and excellent leaders. In the deep past, the Were King was the Caliph of the Northern Caliphate and fought against desert peoples, barbarians, elves and the Vampires that already lived in the north. He had a remarkable battle record against all of them and was renowned as a strategical genius. Aside from the Vampires the King also has to keep up with the war against the Barbarian Horde and the Phyrexians. The Phyrexians consider the Lichens to be abominations of nature and fight them with a genocidal hatred. The barbarians, while they consider the Lichens to be unnatural, fight them because Were Tribes often raid barbarian encampments. The Were Kings air to the throne, and best fighter, is Marcus Corvenus-Samael.

Area of Influence: The Northlands

Base of Operations: Castle Argharna

Leadership Style: King

Patron Deity: werewolf god

Symbol: A full moon

Vampire Lords[edit]

HISTORY: There are three Vampire Lords who rule over a very organized vampiric group. Because each vampire controls other vampires/spawns there is a very clear chain of command. This way it is possible for a single vampire to become very powerful by creating underlings of his or her own. Under the three Vampire Lords there is somewhere around twenty houses at any given time, each controlled by some very ancient vampire. Most people that get converted into vampires find their way to the Northlands as many vampires are indirectly in control of one of the Vampire Lords because of the lines of control. If a line of control is ever broken because a vampire dies, the pieces are quickly grabbed by other powerful vampires. For example: I control three vampires. Each of those three controls more. If one of the vampires I control dies, the vampires that it controlled and whatever vampires they controlled are completely under their own power. But I would go to the highest vampire(s) among the breakoff and say “swear a magical oath of command to me or I’ll kill you”. In this way I pick up the pieces and retain my power. If a vampire is more powerful than it maker/controller they can make a will check and attempt to revolt. In rare, but not unheard of cases, vampires somehow become independent from the Lords and manage to escape coming under control. These vampires take their progeny and set up somewhere else – they are known as Rogue Houses and tabs are kept on them, if possible. Complete escape is possible, but rare. Rogue Houses exist throughout the Misty Mountains and secluded areas of the west. Desert vampire groups do exist but large groups are hard to maintain because desert people all live together in huge cities. The Vampire Lords war against the Lichens, the Phyrexians and the Barbarian Horde. They are also spreading into the Ruul Valley. They fight the Lichens as a general rule of thumb – it is not questioned, almost instinct by now. The Phyrexians hate the vampires as an abomination of nature, but respect them for their order. The barbarians fight the vampires because of frequent raids on encampments. The vampires fight with European tactics because all three Lords are from the west.

Area of Influence: The Northlands

Base of Operations: Three castles

Leadership Style: Triumvirate

Patron Deity: god of vampires

Symbol: A pendant with five sapphires creating a cross

Bindo Monks[edit]

HISTORY: The Bindo Monks are the only large, well respected monk society in the Northlands. They’re fairly universal healers, arbiters and mediators. Their true purpose is unknown to all outsiders; only babies dropped off at the monastery can become a Bindo Monk. People traveling through the area can seek shelter at a monastery. Over the years, they’ve solved many disputes with the combatants of the Fourway Northern War (Phyrexia, the Barbarian Horde, Vampire Lords, and Were Tribes). They’re beginning was after the Barbarian Invasion of the 1st Age, since then people have been traveling to them from far and wide for healing and prophecies on a regular basis as well as arbitrating disputes.

Area of Influence: Domanaria

Base of Operations: The Bindo Monasteries

Leadership Style: Monk Priest

Patron Deity: Unknown

Symbol: A crystalline star – the Northern Star

Other: Think Buddhist monks

Sacred Band[edit]

HISTORY: The Sacred Band is among the best fighting force in the Greek City/States. They include infantry, cavalry and auxiliaries and are based in Thebes which is currently under the control of Athens. They fight all up and down Greece and are used to patrol Athens borders or all of Greece in times of alliance. They’re main rivals are the Spartans. The Sacred Band is widely feared and respected throughout the west because they are chosen from among the best soldiers under Athens rule. Any part of their equipment they can guild with gold, they do.

Area of Influence: Greece

Base of Operations: Thebes

Leadership Style: Chain of Command

Patron Deity: greek god of war

Symbol: The banner of Thebes

Old Guard[edit]

HISTORY: The Old Guard is a military force that exists in the Old Empire (Illeria, Cormyr, Colovia, Dacia/Thracia, Onea). It is a remnant from the days of the Empire when the Old Guard was the elite sentries of the realm. In the Empire, each country had to donate a certain percentage of its best troops to the Royal Army. Now in the Old Empire, these units are a continuation of that tradition, just used for every individual country. In each country they are the best of the best and are considered tier one nonmagical soldiers. The Old Guard forces of Illeria and Cormyr are better than those of the other countries (better trained and maintained). The Old Guard units in the other countries are akin to the Republican Guard of the modern day Iraq (flashy and impressive to look at, but really no better than any other elite force). Old Guard units include infantry and cavalry and are recruited from the best soldiers in each of the countries. They are used as the mailed fist of army units, placed in the center and used to deliver the crushing blow. They will frequently employ magical armor, weaponry and mounts although the smaller nations are not able to field this as extensively. They will burnish they’re armor to a reflective sheen then paint the colors of their nation on their pouldrons.

Area of Influence: The Old Empire

Base of Operations: Each countries capital

Leadership Style: Under the direct command of the King

Patron Deity: God of valor and war

Symbol: Their countries flag

Other: Think Imperial Stormtroopers

The Oracles[edit]

HISTORY: The Oracles are a group of priest mystics in the Spine (mountains of Greece). They maintain an extensive spy network in the west and other scattered areas. They use this to gather information and relay it through a broad system of crystal balls back to the Temple of the Oracle. Here it is analyzed and used to make “predictions” to anyone who can pay the entrance fee. The Oracles maintain an air of magical secrecy that has convinced most of Greece that they receive visions directly from the Gods.

Area of Influence: Greece (Athens, Thebes, Sparta, Rhodes, Halicarnassus, Thermon, Macedon, Thesolonika, Corinth, Troy, and Delphi)

Base of Operations: The Temple of the Oracle

Leadership Style: Five “Oracles” who control the whole scam

Patron Deity: N/A

Symbol: The Oracle at Delphi’s crest

Skirk Commandos[edit]

HISTORY: The elite fighting force of the Skirk Goblins. They specialize in hit and run, shock and awe, and ambush tactics – they will rarely be seen fighting in open combat. They’re leader is the womanizing, hard-swearing, alcoholic badass Ephant Mon. Mon is highly intelligent and a brilliant tactician, the product of a long series of breading and genetic experimenting meant to create a ruling warrior caste within the goblin race. Statistically he is about one in 250,000 for his intelligence within his race (which, while impressive, is not psychotic because goblins bread like plague rats). All Skirk Commandos are high caste, veteran warriors. Since most of what goblins fight is bigger than themselves, any veteran goblin warrior would have to be adept at escape and evade, and force multiplying weaponry (explosives). Mon formed the Commandos because he believed he could be more effective leading a small force of intelligent fighters than a huge force of cannon fodder. When they were formed their main enemy was the barbarians of the Pardic Foothills and units of the Daru army making incursions into the Pardic Mountains. The Commandos rarely have to fight Paladonic forces because the Paladins have learned to steer clear of the mountains. The goblins excel at setting traps, explosive and using guerilla tactics. Goblins are recruited form the Skirk armies on the basis of individual initiative, intelligence, bravery and fighting prowess. Goblins with only fighting prowess are often recruited to special berserker units. An adventuring party attacked by Commandos or berserkers would be hard pressed to survive such an engagement. DM”s Note: Goblins of the Skirk clan generally have less of an intelligence penalty than other goblins.

Area of Influence: The Pardic Mountain Range

Base of Operations: Fort Narglefimble in the Skirk Ridge

Leadership Style: Chain of Command

Patron Deity: goblin god

Symbol: Skull and crossbones with a knife in between the teeth and the crossbones are lit sticks of dynamite

Other: Think Vietcong

The Daru[edit]

HISTORY: The Daru are the native inhabitants of the plains of Otaria. Before the Paladins arrived, the Daru people were mainly a farming people, although they did craft several wonderful cities of stone from the few natural quarries of Otaria. Carthag was their capital (now Central Paladonia or Constantinople), Ashkan was their great eastern trade city (now Aphetto), and Nârthus was their ancestral city (is now a pile of rubble being slowly transformed into a necropolis). There were other cities of course; small cities and towns dotted the land and farming communities sprung up in the fertile land. When the paladins came, the Daru welcomed them as allies and worked together with them to build a shining empire on the Otarian Plains. Together they weathered several small wars until the advent of the Cabal. During the course of time spanning Paladonic Wars (as well as numerous other conflicts) all of the Daru major cities were destroyed or lost. Today, the Daru are a warrior plains people who fight with the ‘good’ Paladins against the Cabal (‘Good’ because Lawful Good doesn’t always mean Lawful Nice). Currently their king sits on the high throne in the rebuilt Castle Carthag in Central Paladonia (area shared by North and South Paladins. They are very good mobile fighters and horsemen.

Area of Influence: Paladonia

Base of Operations: Castle Carthag

Leadership Style:

Patron Deity:


Other: Think Rohan from LOTR

Southern Caliphate[edit]

HISTORY: The most powerful caliphate of the desert. They rule the entirety of the southern trade coast and almost one third of the desert measured north/south. The army of the southern is nigh uncountable and their coffers are unimaginably deep. The Southern Caliphate, Khaleed Al-Assad is the most powerful man in the desert, both politically and martially. He leads his country with a strong and nationalistic hand. Al-Assad is constantly looking to empower his Caliphate and makes treaties and deals all over Domanaria, including extraplanrilly. His royal navy controls the seas and his army is rightly feared. His most fearsome forces are the Sardyynias, his royal guard. It is split up into cavalry, infantry, magical and beast riding units. All are to be considered tier one units. Outsiders are officially welcomed by the state as they bring money, trade and power with them but they are barely tolerated by the people who see their ways as strange at best and demonic at worst. Of course, there are neopolitans (accepting people) in every culture, but in the Southern Caliphate, they are few and far between, mostly people that have a lot of contact with random strangers (bartenders and shop keepers). One last thing the Southern Caliphate is famous for are its savage Barbary pirates, fierce pirates that operate out of small, uncharted coves and caves.

Area of Influence: The Southern Caliphate

Base of Operations:

Leadership Style:

Patron Deity:


The Cabal[edit]

HISTORY: The Cabal is the evil group that controls roughly one half of Paladonia. It was formed in secret in the sewers beneath Ashkan as a necromantic and pit fighting ring. Soon after the Paladonic-Roman war, they decided that they had amassed enough power to rise up. They killed the then-good Eastern Paladin and took over the eastern part of Paladonia. In a series of wars and upheavals, the Cabal took over both the extreme east and west of Paladonia and killed the Western Paladin as well. They have warred against the good paladins for ages and show no signs of stopping. Their overall leader is Phage, a cursed half-celestial. The rest of the Cabal High Council include: Braids, Dementia Summoner; Greel, Dementia; Scion, Bitch-Ass fighter; and the Eastern and Western Paladins. Their goal is the control of all of Otaria and one day of Domanaria and the rest of the multiverse. To control the population and spread their vision of ‘manifest destiny’ for Dominaria and, of course, themselves, they’ve created the Orzhov Church with Phage as the God-head/high priestess. Their main fighting forces are all forces that cannot disobey or betray: undead, constructs and mind-controlled beings of all kinds. Their legions also include conscripts and mercs and blackguards (anti-paladins, their best troops). The cabal is famous for the gladiatorial fights in The Pits of Aphetto and the general havoc they’ve cause throughout Paladonia and Dominaria. Area of Influence:

Base of Operations:

Leadership Style:

Patron Deity:


Ice Brigade[edit]

HISTORY: The Ice Brigade is the last remnants of House Illuňa, one of the royal houses of the Old Empire. When Lord Illuňa’s final Keep fell to Sadrukar Legions, the Illuňan Guard (7,000 men strong left over from 2 legions) led the royal family, as well as the populace of the surrounding barony (35,000) away through the Misty Mountains. The group took three years to cross the mountains mostly on foot, fighting goblins and giants the whole time (Dwarves gave safe passage with toll). When they emerged into the Northlands they were 16,000 strong with 4,600 of the royal guard left. Over the next age or so, inbreeding and martial training as well as western technology and smithing have produced a nomadic fighting force the likes of which Dominaria has never seen. They fought and were armored like western knights and soldiers but were adept at open-space fighting as is common in nomadic peoples. Their fighting earned them the respect of the barbarian nations and the Phyrexians. Another thing was that due to inbreeding and only a few new people added to the gene pool, they still look remarkably western and all have some sort of royal blood. Additionally, the Lord’s line has been kept pure. After years of searching, the peoples of lost Illuňa built an immense castle (“So we may never again be forced to leave our homes!”) as well as a city within it’s outer ring wall on a plateau overlooking a vast lake (same local as original royal keep). The Ice Brigade is the legion of soldiers that protect the city and enforce its interests. They guard the city itself, as well as the mines and farms and jealously patrol Illuňa’s perceived territory (most territory in the Northland can be considered ‘perceived’). The Brigade still wears the same colors as the original royal guard – blue and silver and the same cut of armor. The people of Illuňa and the Ice Brigade have a hatred for constructs, using them only for slave labor (they are realistic and realize that they can be used for unlimited free labor) and a deep resentment for ‘the southern folk’ (people of the West). On the flip side, they respect the Dwarves and trade with the barbarians and the people of the Ruul Valley. They are too far away from Phyrexians, lycan or vampire territory to be overly threatened. In the Northlands, they are known for raising horses (rare in the Northlands), growing Western crops and mining (their secret alliance with the Dwarves gives them Dwarven mining tools and agricultural technology far beyond their years).

Area of Influence:

Base of Operations:

Leadership Style:

Patron Deity:


Dragon Tribes[edit]

HISTORY: The first thing one must know about the Dragon Tribes is that there is a major division between the Elders and the younger Warrior dragons. Also, their numbers are sufficiently reduced from what they used to be which gives many of the dragons a very low outlook on the rest of Domanaria. There are ten major tribes of dragons: Five each of Elders and Warriors, as well as one independent dragon tribe although the leader of this one isn’t technically a dragon, rather a Wyrm. The five Elder dragon tribes are lead by Palladia-Mors, Arcades Sabboth, Chromium, Nicol Bolas and Vaevictis Asmadi. The five Warrior dragon tribes are led by Rith the Awakener, Treva the Renewer, Dromar the Banished, Crosis the Purger and Darigaaz the Igniter. While Chromium is half construct, the most power of the Elders lies with Nicol Bolas, Planeswalker. On the flip side the Warriors are all relatively close in power, with the most muscle being either Darigaaz or Crosis (being a former Elder who sided with the Warriors). Each of the Dragon Lords controls an army of drakes, wyvern, half-dragons, dragon kin, dragon disciples and other servants. These other servants differ according to each Lord’s preference – Crosis uses undead, Chromium uses constructs etc. Apart from their armies, each Dragon Lord holds the loyalty of a sizable percentage of the remaining dragons. Dragons in general prefer cliffs or high perches as well as forests, lakes or deserts to conceal their immense bulk. For example the Krayt dragons who reside in the Great Eastern Desert, moving on all fours after losing their ability to fly after a long evolutionary process. Or the dragons of the Orient called Dragon Spirits, who are still part of the dragon family, just a different species; they have snakelike bodies and fly or swim around using nothing but pure magic. There is one place with a surprising amount of dragons however, and that is the Tern Islands. The Elders and Warriors wage a struggle for these islands, the lines of control never being very clear (in the large island chain each Dragon Lord controls an isle or so and the rest of the 30 isles are contested. Most of the dragons cannot be classified as good or bad, mostly just concerned with their own interests. The spectrum does range from the lawful good Treva to the chaotic evil Daarigaz with most others being inside that. That said, its very dangerous to try to predict a dragons actions or motives based on their alignment. Being a highly intelligent, exceedingly powerful and magical entity and yet retaining their wild and unpredictable beast instincts makes dragons a paradox. Hearing all this about dragons, one might wonder how they affect PC’s and adventures. Since they have an animal instinct to control their territory any dragon will constantly have various schemes and plots unfolding whereby it seeks to gain control over its locale. PC’s may encounter a plot to take over a town, subvert the ruler or discover a secret group of dragon disciples. Of course good aligned dragons are less likely to violently overthrow an area but they will still seek a measure of control for their territory. Due to their animal nature, all dragons are continuously trying to proliferate their kind because there are so few left. Aside from their schemes, they try to mate as well as marshal the remnants of the dragon kin. The dragon riding orders usually make treaties with tribes for eggs or every so often buy one. Although many of the Dragon Lords lair in the Tern Islands, some have their main lair on Domanaria proper. For example Chrosis lairs in the sewers beneath the ruins of Central Paladonia.

Area of Influence: Tern Islands, other scattered regions

Base of Operations: N/A

Leadership Style: Ten Lords

Patron Deity: Tiamat or (metallic dragon)

Symbol: N/A

Praetorian Guard[edit]

HISTORY: These are the Roman Elite soldiers. They include foot, magical and cavalry units. They are an extension of Caesars will and are just like the real-world namesake plus magic. Based in Imperial City along with all major cities, fortresses and palaces.

Area of Influence: Roman Empire

Base of Operations: Imperial City (Rome)

Leadership Style: Military Chain of Command directly under Caesar

Patron Deity: Mars

Symbol: They don a blue color scheme instead of Rome’s notorious red

Pardic Barbarians[edit]

HISTORY: A fierce barbarian tribe who live in the Pardic Mountains of southern Otaria. They live in closely knit villas surrounding a central Bakka or meeting place. All families ultimately answer to the Grand Bakka Council and the Warlord of Parthica, their fort-like capital city. They constantly war with the Skirk Goblins for control of Skirk Ridge. The conflict is fought with an Arab/Israeli kind of savagery. The Pardic Barbarians are generally peaceful toward Southern Paladonia and respect the Southern Paladin greatly as a master warlord. They have little knowledge of life outside of Otaria and just don’t care. They aggressively attack most outsiders who don’t give good reason not to. To historians very knowledgeable in old obscure lore, it is known that the Pardic Barbarians are the long lost Tiger clan of the Kjeldons of the Northlands.

Area of Influence: Pardic Mountains

Base of Operations: Parthica

Leadership Style: Warlord and Grand Bakka Council

Patron Deity: Thor

Symbol: Tiger claw

Barbarian Horde[edit]

HISTORY: The title Barbarian Horde is a misnomer, it implies some semblance of unity within the barbarians where there is none. The barbarians of the Northlands are split into three loose groups, the Nord, the Kjeldons and the Boldous. These Hordes are groups in which loose northern territories, or ‘countries’, pledge their allegiance to; the Horde can be thought of as the overall ruling force with each ‘country’ that pledges allegiance to it being a province of the Horde. The Nord and the Boldous are fairly straight forward Hordes. They each control an area of the Northlands and are ruled by a High Thane (Boldous) and a Warchief (Nords). Both Hordes have several cities, each Horde’s ‘capital’ having a castle and stone wall. The third group, the Kjeldons, is slightly more complicated. It holds much more land than the other two but is divided into four main clans: Bone, Claw, Fang and Bear. All four clans rule an area roughly the size of Boldous or Nord and all constantly seek dominance over each other. Dominance is achieved through the control of the Ancient City of Taypol, a citadel like city which is the biggest in the Northlands. Whichever clan is in control of the city, symbolically rules the Kjeldon Horde and can technically form Grand Councils and dissolve warbands. This is a rare practice though. Also, when one clan is in control of Taypol, the others assume its name; since the Fang clan rules at present (after usurping Bear who usurped Claw who usurped Fang etc.) the other clans are Bone-Fang, Claw-Fang and Bear-Fang. Interclan warfare is not uncommon and clans have been completely wiped out before (Kjeldon started out with 20 clans). Defeated clans have their names erased from everything and are forgotten. Many clans were lost in the Barbarian Invasion of the West. Nord is a clan that broke away long ago. One defeated clan lives on – the Boar clan lives in extreme secret as a cult of necromancers and assassins and blackguards seeking to remake their long lost clan. No one knows of their existence. The Nord, Kjeldons and Boldous fight each other, the Lycans, the Vampire Lords, the Phyrexians and the Dwarves. The usually trade (instead of raid) with the people of the Ruul Valley.

Area of Influence: The Northlands

Base of Operations: N/A

Leadership Style: ?

Patron Deity: Varies (See ‘Northlands’ section)

Symbol: Kjeldons: self explanatory, Nord: Hammer and lightning, Boldous: silhouette of a muscular man (Think ‘Slayer” logo from Halo)

Imperial Academy[edit]

HISTORY: The magical academy of the Old Empire, where the Empire trained mages for the Army. The Academy is still used today as a prestigious school for the magical and militant arts. New students are accepted through tryouts and must practice Arcane magic. The Academy itself managed to survive the Great Magical Purge and was later refurbished and reopened as a shadow of its former self. The building itself is grandiose but shows signs of conflict. Of the magicians there when the attack hit only a handful survived. For this reason the Academy is heavily hauted by ghost, spirits and other apparitions. This is why students are quarantined to their dorms after nightfall. Currently, repairs are still being made and the student number is slowly being brought back up. The Headmaster and professors intend to produce students to the Academies original caliber, so students must attend for a longer time. Students are instructed in all fields of Arcane magic and Metamagic Feats.

Area of Influence: Centrality

Base of Operations: The Imperial Academy

Leadership Style: Headmaster

Patron Deity: N/A

Symbol: The Imperial Crest

The Avatars[edit]

HISTORY: The Avatars are not really an organization in that each Avatar is not related to one another although some do know of each other. An Avatar is anyone who posses the Seal of Protection from a God. An Avatar has the personal protection of the God whose seal they posses and can manifest certain powers of that deity as well as call down angelic (or the equivalent) aid. Other benefits include increased ability scores and HP. The Seal of Protection is given to a person after that person has done incredible acts in the service of that deity (Master Campaigns, Epic Quests etc). The deity only has one Seal to give out so candidates are carefully chosen. Seals are given to beings across the Multiverse but the Prime currently has the highest percentage of Avatars. Avatars are certainly not invincible and can be killed, they just become that much more difficult. When an Avatar dies his Seal will automatically disappear and return to the deity; likewise when a deity dies and has its Seal given out, the Seal will explode with roughly the force of Tsar Bomba, releasing an incredible amount of bottled up divine power give or take depending on how powerful the deity is. Currently Avatars are Marco Ragnos from the Fire Demigod for building the Epic Temple in the city of Terranteo in Rome; The Wandering One from Necrul for perpetrating slaughter on an immense scale in his genocide against the Paladins, his planar campaign and his participation in the Blood War; the Northern Paladin from Arkon for being renown as the single best one-on-one warrior in all of Domanaria; Baalzephon, Lord of the Dark Eight, from Erythnul for being the sole survivor; Thornburg Stonehart, King of the Dwarves, from Moradin for being the single most influential dwarf in history.

Area of Influence: N/A

Base of Operations: N/A

Leadership Style: N/A

Patron Deity: Varies

Symbol: The symbol of the Avatars God



HISTORY: A religious order of assassins based in the Southern Caliphate, although its origins are farther north in Kwazarmia. They mostly follow the Egyptian Pantheon, and hold Anubus in high regard. They maintain a series of guild dens (old forts and such) that they use for bases of training. The vast majority of members are assassins but some highly skilled fighters are allowed entrance if they can be trained in the ways of stealth and subtlety. Masters who have proven themselves take a number of apprentices under their wings and take orders directly from the regional “Guildmasters”. The ruling council is made up of highly skilled assassin’s called “Guildmasters” that watch over individual dens. They are all cross-leveled as powerful clerics. They carry out most of their work in the Great Eastern Desert, sometimes in Arcadian Selucia and Paladonia, and are occasionally contracted for work in the Dark Kingdoms. There is a major feud going on between them and the Geno Huradon. It is popular with the Hash’Osh-Ym to shapechange into animals such as a falcon. They like to smuggle themselves around on ships and or hide in caravans rather than taking more direct measures.

Area of Influence: The Great Eastern Desert Base of Operations: Karnac Leadership Style: Council Patron Deity: Anubus Symbol: A crescent moon ringing a falcon

Heroes Guild[edit]

HISTORY: The Heroes Guild was formed soon after the humans established themselves. It was originally a way for powerful fighters and wizards to coordinate against the Beast Nations. It soon became a place for the most powerful or influential people to congregate, share secrets and stories and teach. The tradition has continued not-very-much changed throughout the course of Domanarian history. You can find a Heroes guildhouse in almost every large western city. The easternmost guildhouse is located in the capital of Paladonia. Members of the Heroes Guild have participated in every major war throughout Domanarian history – they are well known. There are so many ex-Heroes Guild members that have a Heroes Guild signet ring or pendant and that alone is enough to get you favors at many places; the respect is enough to get you a little extra advice, and hints here and there (street credit). To get into the Heroes Guild you only have to prove yourself, although once you’re in level is a way of ranking. When one is at a guildhouse, one will always learn of quests and adventures from the local Guildmaster. It is the oldest guild on the map.

Area of Influence: N/A

Base of Operations: The Grand Guildhouse at Athos.

Leadership Style: Hierarchy

Patron Deity: N/A

Symbol: A sword inside of a round shield, crossed by a wand shooting sparks and an arrow

Other: N/A

Cartaan Bladerome[edit]

(cart-on blade-rome)

HISTORY: The Cartaan Bladerome began late in the Second Age as a monastery in the Verge along the west coast of Cartaan. Soon it got a reputation for being a top-notch fighting academy where on could learn martial arts or weapon mastery. Many weapon masters of the day were trained by Cartaani monks. The monastery where the Bladerome housed its order became a safe haven during the Cabal War. With the advent of the Third Age, the order moved into a much larger castle that had been abandoned in the Cabal War and its numbers and reputation grew rapidly. It became more of a knightly order and expanded its sphere of control into most of what is now Valmora – the country soon became renown for their warriors. When the West became the First Imperium, the Cartaan Bladerome became a significant amount of the Imperial Guard. After the empire fell apart the Bladerome became independent from the country of Cartaan and degraded back into a warrior monastery. Many of the monks volunteered to fight the Wandering One when the Paladins called for help. During the Great Magical Purge, the Cartaan Bladerome opened up their doors to magicians as a safehouse. If you go to the monastery and follow the code along with paying certain dues then you can join the order.

Area of Influence: N/A

Base of Operations: Cartaan Bladerome Chapterhouse, Valmora

Leadership Style: Grandmaster

Patron Deity: N/A

Symbol: Scroll with a longsword painted on it.

Acadamia Necromancia[edit]

HISTORY: Started by Headmaster Sythis back when Ravenloft hadn’t yet been ripped into the prime. It was started in Darkon, the realm of the Arch Lich Azalin as a school where the dark arts could be perfected. Originally it was a place to be recruited but over time it has become fairly well known in powerful dark circle. Teachers do really teach but all in all if your there you’re on your own. It’s always a good idea to watch your back because people are always looking to advance and/or steal knowledge. Teachers will usually guard secrets until they feel the student is loyal to them, holds favor with the current Headmaster or needs them. To graduate from a class one must often take on some strange or horrific act in the more “interesting” areas of the Dark Kingdoms. Once you are ready to graduate the school you must pass several trials. First, is the Test of Knowledge which includes rolling certain scores in knowledge of arcane, the planes, and dark magic (special domains, plants and animals). Second, is the Test of Combat where one is forced to fight several evil, undead and aberrant creatures as well as (possibly) other students although usually by the time students are powerful enough to graduate the Academy they want to keep you alive. They usually only pit students against one another if they see inter-student loyalties forming – there is a great focus on individuality. The third is the Test of Magika, demonstrating proficiency with dark magic. Clerics are usually attracted to the Academy because they’re access to at least two domains gives them areas of study as well as Blackguards, wizards, and sorcerers. Very few druids come but the ones that do come are especially nasty. Once one graduates they’re not under any obligation except to pay certain dues and to do occasional gias/quests. The Academy is not concerned with creating an army; only advancing the amount of dark magic on Domanaria. One usually joins by invitation (which usually includes completing a quest – attaining a very rare poison etc). The invitations are sent out all over the prime and planes with 25% of all recruits coming from the Dark Kingdoms and 50% coming from the rest of the prime. The Acadamia Necromancia is renown as being the 3rd most prestigious academy of the dark arts in the multiverse. Other notable academies can be found in places like the City of Brass in the elemental plane of fire, the lowest plane of the multiverse, inside a bubble deep within the chaos of Limbo, or the most famous – inside a self-contained plane outside of the multiverse. The Academy has three permanent portals: one to Sigil, one to Mechanus, and one to the sewers under Aphetto. The area of land around the Academy appears to have come from a different place. Everything has a very stunted, cursed feel about it (Think shrine to Necrul from Fable). The sky appears to be an alien red sky in constant heat storm though it is actually quite cold. Acadamia Necromancia is a castle. It was torn out of a plane that was falling apart. The architecture has a gothic feel. Live gargoyles protect the castle.

Area of Influence: N/A

Base of Operations: Acadamia Necromancia

Leadership Style: Headmaster

Patron Deity: Necrul

Symbol: The symbol in the Ancient Language for undeath

Other: This place is about survival of the fittest

Companions of Fury[edit]

HISTORY: The Companions of Fury were created during the Cabal War as a mercenary group whose inspiration was the infernal Companions of Wrath. They offered their services to whoever could pay, fighting their way across the Human Nations of the time in the southwest, and defending or assaulting (depending on who paid them more) artifacts in the ancient north and east. They were successful fighters and made a name for themselves as being worth the pay. Eventually, the hired-guns became one of the larger and more organized mercenary groups on Domanaria and made their base in southern Otaria, what they saw as the center of the world. Their first interplanar contract came from the Astral plane, to fight alongside the Gith. The combat was much more intense and dangerous but the pay was better. After that first war they fought in they started to seek interplanar contracts. Some of their legendary interplanar deeds include fighting for the Efreeti on the elemental plane of fire in the battle of the City of Brass, the failed invasion of the Tern Islands, and the Formian war across Mechanus. The mercenaries eventually found their way into the Blood War – in it they fought for both sides successfully (all things considered). Although at the end of their tour of duty in the Blood War they fought their idols – the Companions of Wrath – and were beaten quite badly. Seeking revenge against the Companions of Wrath they reentered the Blood War on the side of the Tanari (Demons). In an unexpected turn of events they ended up not fighting the Baatazu (Devils) or the Companions of Wrath, which were acting as mercenaries for them. They ended up getting drawn into an abyssal civil war between the Tanari and the Qlippoth. When fighting the Qlippoth, they were nearly destroyed – the fighting was unlike anything the Companions of Fury had seen before. They ended up having to retreat out of the plane as fast as they could, picking the first portal they found for a quick exit. They emerged first into the Demonweb Pits and then through several other random layers of the Abyss before they found their way back to the Astral plane and from there to the prime. After this they quit the business for awhile and began rebuilding, taking a couple of contracts on Domanaria which were of no challenge after their interplanar combat training. At this point they were some of the best troops in the prime (circa 3rd Age). As they were trying to rebuild, the Paladins bought their services out for the duration of the Paladonic War against the Cabal. They honor this agreement today, training new recruits in the brutal fighting in Otaria, keeping their reputation as the best mercenaries on Dominaria yet not as interplanar soldiers (humans never did great at that). They still have their old citadel but less than 20% of their original operation remain. The Companions of Fury is organized into Footmen, Captains and Commanders. Footmen are organized into warbands of twelve commanded by a Captain. A Commander oversees about twenty Captains. Currently there is one Commander. He is a half-fiend Tiefling fighter named Curk. Footmen are usually around level three and LT’s level six, while both Commanders are level fourteen. Grafts are usually a sign of “rank within rank”.

Area of Influence: N/A

Base of Operations: The Stone Citadel, Southern Paladonia

Leadership Style: Chain of Command

Patron Deity: Hextor (?)

Symbol: the symbol for wrath in Abyssal

United Western Merchants Guild[edit]

HISTORY: The Merchants Guild was formed almost as soon as the humans established civilization on Domanaria at Athos. Originally called simply the Merchants Guild, it was later formed into the United Western Merchants Guild after King John expanded it to the western coast and isles and merged remnants of the Imperial Merchants Guild from the Old Empire. It has the honor of being the oldest of all the merchant guilds. They don’t have many problems with large pirate groups since at present they have an agreement with the Geno Huradin, giving them a percentage of their profits in exchange for not plaguing their trade. Their major impediments are the Mad Wizard, Ixidor of the Dead Isles in the western sea and the Bloodwake in the south, too powerful to be kept at bay by the Geno Huradin. They have the largest fleet of trade ships of any guild and maintain several frigates and one iron-clad cruiser, the Fine Print, for defense and the occasional aggressive negotiation. They do extensive trading with the Arcadian Federation of Mercers and Spicers and Illunia above the Verge having two long range shipping barges. For this reason they maintain a fleet of privateers to protect their ships.

Area of Influence: The west

Base of Operations: Athos

Leadership Style: Council of magistrates

Symbol: White banner with an oak leaf cluster surrounding a gold piece

Other: Think East India Trading Company

Arcadian Federation of Mercers and Spicers[edit]

HISTORY: The Arcadian Merchants Guild as it is sometimes referred to, was formed by the Arcadian Republic shortly after its beginning so that its merchants could compete with the United Western Merchants Guild (at the time it was still simply the Merchant Guild). Within Arcadian borders it has no real competitors because it is government run. The prices within the Arcadian Merchants Guild are slightly higher but the quality is better. They have good relations with the Southern Caliphate and some of the southern islands surrounding Rome. Their overland trade routes reach all the way into the outskirts of Otaria and the Great Eastern Desert. The Arcadian fleet protects their ships from the Geno Huradin and organized pirates to the east. The guilds overland trade routes are protected by small cohorts of Roman Legionnaires.

Area of Influence: Arcadian Empire and parts of the east

Base of Operations: Arcadia City

Leadership Style: Senate

Patron Deity: God of trade, travel, and seas

Symbol: The symbol of the current ruling house of Rome

Southern Caliphate’s Royal Mercantilists (Pashas)[edit]

HISTORY: The Royal Mercantilists have existed as an extension of the Southern Caliphates power for most of history. During the period of the Grand Caliphate, the Mercantilists spread their trade all across the Great Eastern Desert to the elves and into Otaria. At present most of their trade is within the Southern Caliphate, Arcadia and the desert. However, all the old trade routes still exist and are infrequently used. Overland trade routes are harassed by raiders. Ocean-going trading fleets are armed to protect themselves from pirates. Trade with the Cimmerians occasionally happens and goods from that region are considered luxuries. Trade with the Dark Kingdoms is nonexistent.

Area of Influence: Southern Caliphate

Base of Operations: Grand Caliph Royal Admiralty

Leadership Style: Sub Caliphate

Patron Deity: Arabic god

Symbol: Grand Caliphates Royal Crest


HISTORY: The Independent Merchants Guild, or Independents, was formed during the 2nd Age to combat the monopoly of the huge merchant guilds. Most of the smaller independent merchants, miners, smithers, and many Island traders are arms of the Independents. They all help each other by increasing demand, finding new trade routes etc. They usually price their goods to undercut the larger competitors offering very good prices to each other for goods, supplies, and information; so although they don’t actually share capital they do work together. One of the most common jobs for a freelance fighter or ranger could be to protect a caravan or actually deliver goods. They supply most of the work for small, unknown mercenary groups. The Independents operate all across Dominaria. The main danger to them is inland bandit groups and mercenaries hired by larger guilds. All of their shipping is hired out; they have very few ships, sticking close to the shores so as to avoid danger from pirates.

Area of Influence: Dominaria

Base of Operations: N/A

Leadership Style: Partnership with larger groups coordinating regions

Patron Deity: N/A

Symbol: Four arms interlaced with a gold piece in the center (allstate)

Other: Think of the Independents as a union – more of a bunch of individuals working together than an actually organization

Greymare Academy[edit]

HISTORY: Established early on in human civilization in Athos by the earliest Arch Mages as a means to train people in the higher forms of magic. The Academy has existed throughout the ages and served as a stronghold during the Cabal War, the Phyrexian Crisis and managed to survive the Great Magical Purge mostly intact although many of its students were killed. Young wizards and sorcerers come from all over to try out for the Academy. Clerics are extraordinarily rare because most of them are devoted to a deity to receive their spells. Druids, rangers and paladins usually don’t have strong enough magic to gain entrance. At the Academy people learn herbology, history and the various knowledges as well as magical arts. All forms of magic are taught except for necromancy because it is not considered a “higher” form of magic. Each various school of magic has various classes, for example conjurers will be taught about beasts and demons, and the best way to summon them. Extensive potion making is taught as well as the use of weapons and magical items available to wizards and sorcerers. All languages relevant to the use of magic are taught as well as obscure dead languages useful for studying ancient texts and rituals. Prior to graduating the Greymare Academy, students must often go on many trips and expeditions to test what they have learned. Based on the skill of the student and their area of study these tests can be more and more deadly or difficult. Upon graduation students often apply to different guilds and their obligation to the Academy is that they have to pay off debts and share new knowledge gained. At present the Academy is rebuilding itself after the magical purge. People generally help each other at the Academy however there are occasional students (usually the most powerful) that only work for themselves and will take advantage of the other students.

Area of Influence: The magical community

Base of Operations: Greymare Academy, Athos

Leadership Style: Headmaster

Patron Deity: N/A

Symbol: A grey willow tree with no leaves

Order of the White Sword[edit]

HISTORY: These are the good Dragon Riders. They were formed out of several different groups of Riders in the (Age) as a result of the forming of the Order of the Black Sword. They fought as agents of law and good in most every conflict up until the Great Crusade. They also acted as arbiters in disputes all over western Dominaria, with most countries in the west and Otaria acknowledging their almost divine authority. Their base was in the ruins of the city of Greyhawk in Cormyr. Their two most famous members were Kamahl and Ixidor. Kamahl was an escaped Cabal pit fighter and Ixidor a war hero from the Cabal War. The two became heroes all over Dominaria, Kamahl - strong and silent and Ixidor - sexy overspoken hero. When the two left for the Crusade, they took ten or so other riders with them against the rule of the council. Ixidor and Kamahl figured if they led the Crusade, the Order would get the lion’s share of the treasure. While they were gone, the council condemned them. Long story short, only Ixidor returned from the Crusade alive. When he found he had been condemned, he left for Otaria and commanded the Riders of the Northern Paladin/Daru combined legion until his (supposed) death at the hand of the Wandering One. The Mage’s council and the Empire finished up the breaking up of the White Hand and most of the remaining members found their way to Arcadia or Otaria to serve in their forces. Some rather disgruntled members sold their services to the highest bidders (invariably the bad guys) and wreaked havoc. These days, after the Purge, the White Hand is reforming in a new base in Illeria. They are recruiting any dragon riders (basically anyone who can get a Dragon mount) and training them in the Dragon Rider class (need to recreate).

Area of Influence:

Base of Operations:

Leadership Style:

Patron Deity:


Order of the Black Sword[edit]

HISTORY: Yep, you guessed it; these are the bad Dragon Riders. They formed out of many different beast and dragon riding groups that, before then, had existed solely for profit/mercenary/looting purposes. They existed on their own for awhile but eventually succumbed to the failing of many big merc/pirate groups: not enough work to go around. They eventually offered their services to the Cabal. The Cabal leadership leaped at the idea. During the first few battles they were used, the Cabal won ridiculous victories. As if legions of fighters, undead, mercs and constructs weren’t bad enough, now they were led by terrifying fighters on enormous mounts and dragons. Over time, the group became an exclusively dragon riding group as the other types of magical mounts were organized into other units. These days, their biggest rivals are the White Hand (as the riders of the Northern Paladin still call themselves). New riders are recruited from the best fighters the Cabal has. They are given eggs purchased from evil dragons and train their dragons from birth. All of the Black Sword’s riders wear all black and enamel their weapons black. The dragon’s armor is black only if it consents to it. The leader of the order wields the legendary weapon Blackrazor.

Area of Influence:

Base of Operations:

Leadership Style:

Patron Deity:


Pirate Brotherhood[edit]

HISTORY: The Pirate Brotherhood is a loose alliance of the pirates operating off of Corsica; the only ones powerful enough to resist the Geno Huradin. Black Romsca, Twinblades, The Bloody Nine, and Splitjaw Cairn hold this together. They agree to respect each other’s land on the island and to try not to attack each other at sea. They also agree that the lake in the middle of the island is neutral and owned by no one, just to be used for safe haven and inter-group trade. As for the seas, all the groups come together each month and decide which territories belong to whom. Impartial judges, called the Reckoners, make sure no one gets the good spots over and over and that everything is ‘fair’. To get a spot, any pirate group, no matter how large, must pay for it. The Reckoners use this money to buy out captured pirates out of jail (if you are part of one of the Pirate Brotherhood, most countries have the good sense not to execute you). There is a sizable fee to join the brotherhood and get berthing on the island (fee is so big because most of the big groups have large territories on the island and will only rent out births and towns), but the benefits far outweigh the cost. Groups not in the Brotherhood are fair game. The Brotherhood all share a healthy fear of the Black Romsca and Bloodwake and its fearsome crew. The last time a Brotherhood group pissed off the Bloodwake, it battered its way through several infamous ships and landed on the groups territory, proceeding to kill the chief and his whole extended family.

Area of Influence:

Base of Operations:

Leadership Style:

Patron Deity:


The Magi[edit]

HISTORY: The Magi are a group of neutral wizards that started up in the 4th Age after the Purge split the Arch Mage Council into two, those who sought vengeance (the Magus) and those who sought peace (Magi). They have remained neutral throughout Domanarian conflicts and tend to adventure out in the planes. Their goal is to collect artifacts and magical equipment to gain power. So far they have two notable items; the Shadowstaff and (…). For guildhouses they take old abandoned towers and way forts over restoring them from somewhat. They have a network of teleporters and crystal balls for communication. When the Great Magical Purge struck, they were better prepared than most yet still took heavy losses. Their four main guildhouses of Lacertus, Patientia, Devotio and Veneficus held up (and are now the last remaining guildhouses they oversee) but the other dozen or so bases were ransacked and destroyed. In the chaos after the Purge, the Magi made a fortress on the Ethereal Plane and linked the four remaining strongholds to it. It is a well guarded secret. Their four remaining strongholds are now very strong after redoubled efforts to fortify them have taken place. Most civilians have resentment towards open magic now and particularly “the Greys” because they are an order deeply devoted to magic and are often wrongly grouped in with the Magus. The Magi eagerly accept new wizards and employ them. They still adventure for artifacts and the now rather rare magic items. The Magi are also working to dissolve the Magus.

Area of Influence: The West

Base of Operations: The Ethereal Citadel

Leadership Style: Grandmaster

Patron Deity: Varies

Symbol: A gnarled staff with a nimbus of light

The Magus[edit]

HISTORY: The Magus are a semi-secret group of magicians that exist in the West. They are everywhere only under the radar. They meet in secret cultish groups in basements and sewers and the like. Their identifier is an enchanted, irremovable tattoo (no one else knows about it and it cannot be duplicated. It must be specially enchanted – through a Feat). The tattoo is usually inside the forearm. Their goal is to avenge the Purge. They create chaos and unorganized terrorist attacks in spectacular ways only a wizard could do then melt back into the city using minor adepts as their scapegoats. “The Greys” are feared by many and they enjoy the reputation. They were born from the remainders of the Arch Mage Council of the Old Empire. The overall objective is to eventually regain parts of the Old Empire and rebuild it how it was – nearly impossible for a relatively small group but still enough to be a threat. Depending on whether or not the PC is an adept (has control over magic) they may be secretly, overtly or through a proxy (might not even know they’re doing it) contacted by the Magus for aid. Or be asked to help root some out by local authorities. Leadership starts at the few remaining Arch Mages who have control over City Overseers who control their own cities Cult Leaders (numbers change based on size or influence in the city) who subsequently control their own portion of Cult Members.

Area of Influence: The West

Base of Operations: N/A

Leadership Style: Arch Mages (unknown number left, very secretive)

Patron Deity: dark god of secrets

Symbol: Tattoo (by city but all of them must bear the symbol of the Old Empire somewhere on them)

Other: Cult Leader Groups may have feuds with other Groups within a city

Imperial Academy[edit]

HISTORY: The Imperial Academy is a gigantic university built in the Centrality by the House Tionne when they ruled as the Imperial Family. It is a school of magic, warfare and knowledge: anything the Empire’s elite would have wanted to be schooled in. Its sprawling campus includes laboratories, classrooms, workshops, training facilities, several stadiums which include magically alterable landscapes as well as rather Spartan living quarters, dining centers and a palace with a grand banquet hall. The large campus also houses several divine colleges. The entire university is built in high Imperial style with sweeping corridors, columns, arches and mosaics. The House Saarkonnen, being the current Imperial Family, rules over the Academy. As the Empire is no longer an entity and the Imperial Family no longer has unlimited amounts of resources, the university though still functional has fallen on hard times. It still teaches first class and is still a hotspot for wealthy nobles but parts of the university have fallen into disarray and some parts are not even used. The Academy is currently mostly a school of knowledge and religion but magic and warfare are still taught. The most unused part of the campus are probably the grandiose fighting stadiums which have been derelict for many years now. The main problem with the stadiums is that the enchantments used to govern their vast magically alterable environments no longer have anyone controlling them, therefore the magical environments have grown out of control. Entering into any one of the seven stadiums can be incredibly dangerous and there is an immense standing bounty for anyone who can clear one of them out. Going into one is akin to entering Jurassic Park x10. Area of Influence: The West Base of Operations: Imperial Academy Leadership Style: Dean from the Royal Family Patron Deity: N/A Symbol: The royal crest of the House Tionne.

Monks of Chaos[edit]

HISTORY: The Monks of Chaos is an order of monks that reside within the depths of Mana Wastes in the Great Eastern Desert. They built they’re monastery long ago into the Howlers Craig which is all the remains of a gigantic ancient citadel. Rather than devote themselves to the pursuit of inner peace with which to focus their ki energy as most monks do, they devote themselves to meditation on pure, unadulterated chaos. They meditate daily, sitting on the shattered peaks of the citadel in the howling winds of the Mana Wastes, guarding this untapped goldmine of magic for purposes no one knows. When they’re not meditating, they’re studying knowledge or whatever their currently devoting themselves to be it martial arts, pottery making, archery etc. The Monks, while devoted to raw chaos, were pushed from Limbo to the prime by the evil actions of one of their Grandmasters many years ago. Overnight the monastery had been ripped from one plane to another. A group of the Monks have devoted themselves to returning their monastery to its ancestral position in Limbo and will often do good deeds for those who venture into they’re humble abode. The monastery itself is more of an enclave. There is an outer wall built all the way around the monastery, a literal bubble of stone imbued with magic to keep the chaos of Limbo from destroying the monastery. The magical effect works just as well in Pandemonium. The inside of the monastery contains a library, an entire farm for subsistence, sparing and reading rooms, a dormitory and lots of empty space filled with Zen-type rock gardens. The monks personal life is relatively peaceful because even though they study and draw power from chaos they know that nothing in the monastery would ever be finished if they let it intrude into their personal life.

Area of Influence: Cocytus

Base of Operations: The monastery

Leadership Style: Grandmaster

Patron Deity: fill in later

Symbol: A swirling vortex of the spectrum

Carthaga Nova[edit]

HISTORY: Carthaga Nova is a university built by the Daru when they first allied with the Paladins. They built it because the Paladins convinced them of the importance of the study of knowledge. It was erected in the original Daru capitol of Mirari; the city of Paladonis in the center of Otaria, the most likely choice for a grand university, was under siege. It is now renowned as the greatest center of learning in Otaria. Its closest rivals are the Greymare Academy and Imperial Academy. Due to its centralized location in Southern Paladonia, most Daru and Paladonic nobles are able to send their children to it and, when the roads are open, Arcadian nobles will also attend the university. It is mostly a university of higher learning although there are several arcane and divine colleges on campus. Size wise Carthaga Nova was originally nearly as large as the Imperial Academy but constant warfare, lack of consistent funding and barbaric raids from the Pardic Mountains have gradually weathered the university. It is currently a depiction of fallen grandeur; symbolic of all of Otaria. The education is still top notch, just enrollment and upkeep have been significantly decreased. The only new additions to the university since its inception have been a large castle and a garrison.

Area of Influence: Otaria and Arcadia

Base of Operations: Carthaga Nova

Leadership Style: Headmaster and Garrison Commander

Patron Deity: N/A

Symbol: The Grand Daru Crest

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