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