Coven
The Coven are One. They have
existed since the beginning, the Shattering, etching out a
living in the deep forests of the land. Nature and arcane
practices are guarded jealously among their ranks, for the
Coven have long been dwellers of the forest and keepers of
mystic secrets. Overseeing the clan is the Goddess
Firewitch, who controls the aspect of fire. Fire is sacred
to the Coven. It's eternal flame extinguishes life in the
blink of and eye, but clears the way for new life in it's
aftermath; pure and innocent in it's birth. And so are the
Coven reborn in their initiation, stripped of their old
beings and bathed clean in the fires of redemption. The
Coven are beings shrouded in mystery. At the center of it's
existence are secrets too great to be believed, rituals too
sacred to be spoken, and knowledge too great to be shared.
It is said that upon becoming a member of Coven, all this
overwhelms and often drives one mad. However, sanity is
relative among the Coven. Those of the cult's cloth find it
useless, and even a hindrance to maintain conventional
sanity. The Coven are known for their bizarre humor, insane
sense of logic, and their tendencies to greet friends as
salt licks. OOC: Realize the Coven are a family, and utter
loyalty is favored over all else. Departure from the cult
after joining the ranks is not to one's best interest.
Elders:
Sabion
Golgi
Facehugger
Legion
A brotherhood comprised of
individuals possesing different temperments, talents and
convictions, is superior to a brotherhood comprised of
individuals possessing the same temperments, talents and
convictions. Legion is a tightly-knit group of adventurers
with a single purpose - strength through unity. Each member
has something unique to contribute. The whole is indeed
greater than the sum of its parts. Remember this, should
you desire to join - one is welcome by invitation only.
Your loyalty must be complete. Alternate characters in
other clans is not disallowed, but it is encouraged that
all of your characters reside within Legion. And those who
reject Legion will be hunted and slain mercilessly.
Elders:
Fennin
Theoden
Quinti
Q
There is only one truth left
in this world: AMUSEMENT. Death is no longer permanent. The
flow of time varies with the state of mind of the
individual. Even the world itself tends to shift and alter
at seemingly random moments. All emotions are linked to
amusement: love, happiness, and pleasure are all direct
results of it; anger and hatred have to do with how
entertaining it would be to break something or hurt
someone; and sadness is ususally the result of someone
else's cruel idea of fun. Hell, even money is directly
related... What good is money if not used to amuse oneself?
Within the clan of Q, we totally understand and encourage
these natural desires. Deep down inside, everyone feels
it... And we in Q like to seize any opportunity we can to
amuse ourselves, including (but definitely not limited to)
stirring up trouble when we can... We don't tend to take
anything seriously, excepting, of course, our own fun! Of
course, this selfish behaviour suits all of us in the clan
rather well, even though it does cause us to seem a little
harsh towards newbies at times. But you who understand us,
will appreciate the freedom this selfishness gives.
Elders:
Wellington
Raven
Sehkma
To all outward appearances,
the cult of Sehkma is a helpful and prosperous
organization, devoted to making the lives of the common man
and orphans easier and more fulfilling. Their orphanage and
schooloffer free shelter and education to the lower and
middle classes of Aarchon. Its not surprising the cult can
afford to do this, after all they do worship Mephiston, God
of Wealth and Prosperity, over all others. They offer
safety and knowledge in a cruel, harsh world. Word in some
circles is that the cult isn't all that seems on fist
glance. For some strange reason, city officials seem to
raid the cult's compound every couple of months, though
nothing ever seems to come of these raids. Oddly enough,
within a couple of weeks, all of those same people have
turned up missing, murdered, or dying of a strange plague
called the Wrath of Parademia. This could be mere
coincidence.... or the rumors could be true: the cult is
just a cover for a gigantic crime syndicate. One way or the
other, the cult seems to be willing to accept anyone into
their fold, though their leaders seem to be more comprised
of shifty eyed, and shadowy individuals, than of people of
pious or mystical natures.
Elders:
Chrono
Goldy
Hoser
Rion
Sketch
Paradigm
Everybody is welcome in
Paradigm, but certain requirements must be met in order to
insure the prosperity of Paradigm. These requirements are
outlined below.
1. You must be level 20. You may apply for a position
before then, but in order to join you must meet that level
requirement.
2. This is the most important requirement. YOU MUST SEND A
RESUME. Post your resume on the Personal Board to Paradigm.
In your resume we'd like to know previous experiences in
the work place and in life. We'd like to know what you can
contribute to the corporation. Be specific with this one. A
statement of intent is what we're looking for here. In
addition, why Paradigm suits your interests, any references
and education. OOC: This can be made up. It's supposed to
be roleplay.
CEOs:
Daseous
Sethra
Lancelot
Cleus
Cattie
Mercenary
During the founding there was
a great turmoil in the lands of Aarchon and the demand for
experienced warriors were huge. During these harsh times a
group of battle honed individuals left their former clans
to unite and fight together for other clans, taking money
and favors as payment. This group fought for different
employers for some time, men without names and goals, all
doing battle for different reasons. Some for the money,
some to quell the noise of their own demons and some fought
only for the sake of the battle itself. For a long time
they battled, and one day they looked at themselves. Their
numbers had grown and they were no longer the vagabond
outcasts they had once been. Men who once had nothing now
had the respect, trust and loyalty of eachother. And they
had a name, they were the Mercenaries. Mercenary is set up
as a military organization in several different aspects. A
person that have been in any sort of military organisation
would probably recognise the names of different ranks.
Also, obedience to ones superiors is the first law one
learns when joining their ranks, direct orders must never
be questioned. Mercenary fights for whoever pays the best,
in money, favors or other means. Power is all that matters
and resources is power. Everyone is welcome to join the
clan as long as they are willing to devote their total
loyalty to it. Although orders must be obeyed at all times,
to become an officer you must show that you do not seek the
position for your own glory or for the ability to boss
people around. Rather a officer should always do his best
to see to it that his soldiers are in good shape and spirit
and see to their needs before his own. Upon joining
Mercenary the individual is put under rigorous training,
both physical and mental. If the recruit later shows that
he has completed all goals in the training he will be
promoted into the clan and here he receives a fresh start.
If a person completes his training period all old grudges
and differences with other members already in the clan
considered forgotten and all crimes said person have done
before entering the training are nullified.
Elders:
Beatrix
Mohamas
Excell
Discordia
In the broadest sense,
Discordia is a collection of misfits, trouble-makers and
anarchic tendencies. The only thing that really seems to
keep this "clan" from falling apart and pursuing their own
chaotic whims is the Goddess of Discord herself, Eris. The
powerful aura she exudes and desire to see strife rip this
land apart is enough to keep even the most unstable member
in a state of hypnotic ecstacy, oblivious to the law and
order that controls Aarchon. To a member of Discordia,
there is only one law; chaos, and lots of it. There are
many conflicting reports on how this band of children came
together under a common goal, but one thing is certain; It
started within the Cult of Sehkma. Eris, no longer able to
conform to the ways of Sehkma, devised a plan to remove
herself and a select few from the clutches of the Cult.
Tendrils of chaos began to seek out potential candidates to
set the foundation of her followers. Soon, an unknown lust
for creating dissent became evident within specific members
of Sehkma, reaching all the way to the leadership itself.
Thus, the seed of turmoil was planted. It took only a few
short weeks before the damage was complete. The clan which
believed in strength and unity had begun to show its true
corruption; chaos. Her plan working perfectly, it wasn't
long after the small band broke off and proclaimed
themselves as the followers of Eris, clan of Discordia. A
person does not simply wish to join Discordia, as there is
much more required than basic desire. Those who are true
followers of the Goddess already know where their future
lies; the heart of chaos. It is not uncommon for members of
other clans to succumb to their innermost cravings for
upsetting the balance of order and leaving all they once
were behind. Those who please the Goddess with their
chaotic and unpredictable nature are selected to make the
final transition to Discordia. Fighting the seduction is
possible, but in the end it doesn't matter. You will
already be caught up in the chaos, apart of the turmoil of
Discordia.
Elders:
Giveup
Ariko