PRESENT THROUGHOUT XENARA
The Hunter's Mark - To meet the ludicrous, high-end demands of modern society, the Hunter's Mark seeks to be an available service whether the princess needs a manticore fur bed spread, the Lord needs an ancient elven bow, or the local wizard needs the eyes of a basilisk, the Mark can do it.
The Westbrooke Knitting Club - The Westbrooke Knitting Club seeks to find, understand and modify powerful relics capable of waking the Seven Lost Celestials and crippling the current Celestials. Specifically they seek the black string of fate. Legends tell of it being able to unwind the very fabric of existence, so it may be reknit and the wielders discretion.
Three Claws' Ring - The Stalkers of Three Claws’ Ring are constantly on the hunt for new combatants for the illegal pit fights they organize. They all want to find the new champion and get rich and famous. They stop at nothing.
The Broken Chain - The Chain is a network of slaves, freedman, and freeman who liberate slave through purchase, theft and if all else fails, providing slaves the freedom of death.
Praxus Inquisitors - Eradicators of all magic
The Gaia Chain – A massive, world-wide, ancient order comprised of druid circles, dragons, and elementals. Membership is usually passed along bloodlines. They have three gigantic temples intertwined with a center tree that are open to the public only once a year. The three trees are believed to be the first three trees to have grown in the world. The Chain seeks to champion nature in all its forms coinciding with civilization.
Smith, Potter, & Smelter Union - A union formed to ensure fair wages for workers that doubles as a front for a ring of countifitters and smugglers. There’s constant discourse around which group should be listed first, and that’s by design.Their thieves’ cant primarily revolves around the order of smith, potter, and smelter when speaking. Smith means you, potter means me (the speaker), and smelter means work.
Velcena's Care - A collection of healthcare enthusiasts offering potions, elixirs, and care to those in need. With no central location, they make house calls and help who they find. They also work with alchemists to distribute illegal potions, the raw materials to make them, and poisons.
The Watched Hand - A group of information brokers which masquerade as all manner of scam artists, magicians, and other performers. They get paid for information that was not known yet, once that information has been sold. While payouts can take years sometimes the coin is a significant addition to their daily scams. Their code is extensive, and most can hide an entire story in a conversation.
Spooks - A rough-cut collection of armed muscle. The group is set up as bouncers and mercenaries, muscle for hire. They operate openly gang-like in certain places, “protecting” neighborhoods, while in others they blend in, for example as brothel bouncers or bodyguards. Respect is based on violent histories.
The Inner Circle - A collection of inns across the country. They all have different names and appear to be standalone, small inns owned by locals. However, all of the owners are actually members of the Inner Circle. They house members free of charge, have secret meeting rooms for clients in the know, and exchange much information in plain view around the unsuspecting patrons.
The Choir of the Lost Angels - A traveling group of a capella singers famous for their captivating stage presence. Their songs are known for having boisterous and loud stretches, accentuated by round singing. These moments are meant specifically to draw attention to them and mask the sounds of the audience, allowing audience members who do not wish to be heard by others time to speak.
The Pirate Lords - An alliance of 9 varying pirate fleets that roam the southern hemisphere of Xenara. Each fleet captained by a Pirate Lord. Currently the fleets are of demons, drow, illusionists, stormborns, devilspawns, gnome tank tinkerers, underseafolk, horsemen, gorgons, vampires, monsterfolk, humans, and mage-students.
Marauders of the Open Sea - An alliance of 4 city-sized sea-vessels that roam the sea as moving pirate havens. Each vessel is pulled by or stationed atop a hulkling, gargantuan beast (different city, different beast). Usual paths and ways of the Marauders are located in the northern hemisphere of Xenara.
The Church of Nightmares - A global religious movement that is set to worship, find, and unleash the cursed blades, the Nightmares. From a cult, it has turned into a glorified religion in which Nightmares are said to be a necessary evil that need to be worshipped. Recently, the non-moving body of one Ryker Creed had become the center for the Church.
The Second Hand - The premier transport service system of thieves' guilds around the world. Based on Tolassa, the front of the Hand evolved from a shipping service only by sea to delivery service that goes by land, sea, and in some cases, by air. The service of the Second Hand is usually reserved for thieves' guilds and sometimes shady nobles, lords, or merchants.
Palms Passing Parcel & Logistics Guild - Most trusted courier guild for package delivery found across Xenara. Doesn't matter who sends the packave, what the package is, or who the recipient of the package is, the couriers of the PPPLG will always deliver the package for the right price.
Raven Circle - The Raven Circle is a secret sect devoted to the enigmatic Raven Queen. The Raven Queen is a powerful entity that resides on the Shadowfell. She is obsessed with collecting memories associated with loss and tragedy.
FAERUN (Major factions only)
The Lords' Alliance - The Lords’ Alliance is a coalition of rulers from cities and towns across Faerun, who collectively agree that some solidarity is needed to keep evil at bay. The rulers of Waterdeep, Turm, Nittinholm, Baldur's Gate, Lanadia, Mita, Isvur, and Iprada are the members of the Alliance, and every lord in the Alliance works for the fate and fortune of his or her own settlement above all others. The agents of the Alliance are chosen primarily for their loyalty, and are trained in observation, stealth, innuendo, and combat. Backed by the wealthy and the privileged, they carry quality equipment (often disguised to appear common), and spellcasters tend to have a large number of scrolls with communication spells. To seek out and destroy threats to their homelands, agents of the Lords’ Alliance must be highly trained at what they do. Few can compare to their skills in the field. They fight for the glory and the security of their people and for the lords who rule over them, and they do so with pride. However, the Lords’ Alliance can only survive if its members “play nice” with one another, which requires a certain measure of diplomacy.
Order of the Gauntlet - An organization with the common cause against evils abroad in the world. The Order of the Gauntlet is ready to lash out the moment evil acts, and not a moment before. When evil breaks laws, agreements, or commonly accepted codes of conduct, the Gauntlet strikes hard and fast, without waiting for the blessings of distant temples or the permission of rulers. Evil must be met in the field and smashed, or it will swiftly overcome all. The Order of the Gauntlet is a dedicated, tightly knit group of like-minded individuals driven by religious zeal or a finely honed sense of justice. Friendship and camaraderie are important to members of the Order of the Gauntlet, and they share a trust and a bond normally reserved for siblings. Like highly motivated soldiers, members of the Order of the Gauntlet seek to become the best at what they do and look forward to testing their mettle.
Harpers - The Harpers is an old organization that is decentralized, grassroots, secretive nature, and gives near-autonomy to many of its members. The Harpers have “cells” and lone operatives throughout Faerûn, although they interact and share information with one another from time to time as needs warrant. The Harpers' ideology is noble, and its members pride themselves on their integrity and incorruptibility. Harpers do not seek power or glory, only fair and equal treatment for all. Harper agents are trained to act alone and depend on their own resources. When they get into scrapes, they don’t count on their fellow Harpers to rescue them. Nevertheless, Harpers are dedicated to helping one another in times of need, and friendships between Harpers are nigh unbreakable. Masterful spies and infiltrators, they use various guises and secret identities to form relationships, cultivate their information networks, and manipulate others into doing what needs to be done. Most Harpers prefer to operate in the shadows.
Emerald Enclave - The Emerald Enclave is a far-ranging group that opposes threats to the natural world and helps others survive the many perils of the wild. A ranger might be hired to lead a caravan through a treacherous mountain pass. A druid might volunteer to help a small village prepare for a long, brutal winter. Barbarians and witches who live like hermits most of the year might defend a town against marauding orcs or barbarians. Members of the Emerald Enclave know how to survive, and more importantly, they want to help others do the same. They are not opposed to civilization or progress, but they strive to prevent civilization and the wilderness from destroying one another. Members of the Emerald Enclave are spread far and wide, and usually operate in isolation. They learn to depend on themselves more than others. Survival in a harsh world also demands great fortitude and mastery of certain fighting and survival skills. Members of the Enclave who dedicate themselves to helping others survive the perils of the wilderness are more social than others who are charged with defending sacred glades and preserving the natural balance.
The Zhentarim - The Zhentarim seeks to become omnipresent and inescapable, more wealthy and powerful, and most importantly, untouchable. The public face of the organization appears much more benign, offering the best mercenaries money can buy. When a merchant needs an escort for his caravan, when a noble needs bodyguards to protect her holdings, or when a city needs trained soldiers to defend its honor, the Zhentarim provides the best-trained fighting men and women money can buy. However, the cost of doing business with the Black Network can be high. The Black Network wants to make it necessary—and preferable, even—to deal with its members. It wants to secure, over time, an iron-fisted monopoly. Members must be the best—the cheapest, the fastest, and the most secure—at providing services and goods both legal and illicit, willing to lose coin if it means destroying a competitor, and securing profits from everyone they deal with, except when to do so would work against the Black Network's ultimate goal: to make everyone dependent on it.
Xanathar's Guild - A ruthless criminal/slaver network that dabbles in drug trade, extortion, blackmail, gambling, and smuggling on the Sword Coast. Rumors suface that there is a new Xanathar for the guild. The organization is both ambitious and opportunistic. Rather than the fundamentals of meritocracy, however, the driving goals of the Xanathar Thieves' Guild are fueled by the whims of the Xanathar themself.
The Hundred Eyes - Urban urchin network found in cities and megacities. It is comprised of homeless people that are considered agents for the Eyes.
The Council for Common Prosperity - The Council for Common Prosperity is an organization of wealthy nobles, merchants, and guildmasters across Faerun who attempt to influence policy through a variety of visible and less-than-visible channels.
The Bellsingers - Order of bladesingers, and paladins from the City of Bells, Lanadia. Acts as a police/military force for the city and its allies.
Flaming Fist - The Flaming Fist is a powerful mercenary company based in the city of Baldur’s Gate. They are the most famous mercenary company in Faerûn and many consider them the most powerful military force on the Sword Coast. Their leaders are primarily driven by the accumulation of wealth and glory. Some members have more altruistic motivations such as bringing peace to the cities and towns of the Sword Coast.
Shadow Thieves - The Shadow Thieves are the most powerful thief’s guild in Faerûn. While originally based in the city of Waterdeep, the guild is now headquartered in Turm. Unlike other guilds of its kind that remain local to a single city, the Shadow Thieves run criminal operations all along the Sword Coast. This also includes enclaves in a few cities within the Skyshatter region. The Shadow Thieves are primarily concerned with the accumulation of wealth through whatever means necessary. The Shadow Thieves engage in almost every form of criminal activity. This includes black mail, smuggling, piracy, burglary, illegal drugs. The only criminal activities that they avoid are prostitution and slavery.
ZROLTOL
Astras - A religious movement that believes that Celestials are the ones above all
Children of the Forge - Major smithing guild corporation accross Zroltol that is also in partnership with the Conglomerate
The Gallimaufry - Premier underworld organisation of pirates and smugglers base in the region; they are skilled in acquiring magical treasures over the seas for a ludicrous price
The Khro'ma Confederacy - A group of chromatic ancient dragons hiding somewhere in the Pheonix region
The Galahan Consortium - a well connected cabal of mage-merchants with very deep pockets; is now a well-known independent diver group sponsor. They pay top dollar for protection across the planes, since it’s very dangerous work, and offer other services such as storage, or secure transportation, all using the planes they’ve become familiar with.
The Mortal Shield - A freedom movement that is purposed with closing portals all over Zroltol as they believe that these portals bring more harm than good
The Open Hearts - A movement that seeks to plunge the region into another period of being a planar war battlefield by opening up portals of outerplanes; it is unknown how they do this
The Amicable Society For Perpetual Existence - Premium life insurance (resurrection) guild present in megapoleis across Zroltol known by high profile people as customers such as the rich, nobility, and divers.
The Lunarium - An orphanage that doubles as a monastery/college for developing an individual's manifestations. An exclusive institution for magical talents.
The Alabaster Anvil - Dwarf purists outlawed by the Conglomerate for their crimes of mass murder; rumored to be hiding out on the Pheonix region
Plainrunners - An interconnected community of protectors of travelling people around Zroltol; has just been recently approved by the Conglomerate as an enforcement group on the many roads of the region
NOLIS
Wavesilver Company - Expansionist merchant company [like Amazon irl]
The Aurum - Rumored secretive social club containing many of the wealthiest citizens of Nolis with an interest in history and artifacts of the past
The Arcane Congress of Aundair - Studies the mysteries of magic and place these powers at the service of the empire
Blood of Vol - Karrnath decentralized religion of worshipping the said "divinity within"
The Cabinet of Faces - Secretive cabal of changelings and doppelgangers working to sway major governments and enterprises toward some mysterious end
Church of the Silver Flame - The main religion and church of Nolis
Dragonmark Houses - An alliance and organization of all the Dragonmark Families and Houses
The Dreaming Dark - Psionic spies and assassins against Kalashtars
The Ashbound (Druidic) - Pure naturalists, no manipulation
Children of Winter (Druidic) - Cleanse the land, kill everyone and restart
Gatekeepers - Aberration hunters, far realm experts
Greensingers (Druidic) - Fey blessed protectors
Mask Weavers - Talenta plains, halflings, mask-centered culture
Siyal Marrain - Great elven horse riders of the sands
Library of Korranberg, Zilargo - Greatest library of the Nolissian Empire
Morgrave University - Located at Sharn, scholars, academics for knowledge, artifacts to libraries and museums
Order of the Emerald Claw - Karrnath terrorist group from the Blood of Vol; Extremists.
The Royal Eyes of Orm - Royal spy network of Orm
The Kingsguard - Sharn's special task force
Swords of Liberty - freedom fighters of the oppressed, blue hoods
The Trust - Torvala safety and security org.
The Twelve - an alliance of powerful wizards sponsored by the Dragonmarked Houses. They are the organization that accomplishes things beyond the capabilities of the houses, and where disputes between the houses are settled
The Wayfinder Foundation - an exclusive adventurer's guild that sponsors expeditions to dangerous and exotic locations across Nolis and beyond. Membership is invitation-only and consists of highly experienced adventurers and explorers.
RUNETERRA (needs more information as said by the Archivist)
the Avarosa
the Winter's Claw
the Frostguard
Church of the Glorious Evolved - New religion that praises steel over flesh
Cult of the Spider - Worshippers of Vilemaw
Disciples of the Armordillo
Black Rose - Rumored secret order
Serpent Society - Located at Kongo, worshipping the Snake Queen
The Coven - Eldritch witches for the Great Old One
The Points of Light - The Points of Light are a bardic college that is well-known for championing the weak and defenseless. Torchbearers, as members are called, travel the lands sharing songs and tales of heroic deeds from ages past. Many are pretty good allies to have on your side in a fight as well.
FEDERATION OF ZAMORA
Hellfire Club - Government controllers from all the sides of the Federation
The Hashshashin - Ancient group of assassins
BLÜDHAVEN
The Court of Wolves - werewolves
The Eternal Thirst - vampires