The Great Orders

The Orders are a vital political and cultural component of most civilized societies across the face of Qurand. In essence, they function as micro-states, possessing their own laws and sovereign territories which—barring exceptions of war and treachery—are fully respected. Unlike traditional states, however, Orders do not maintain contiguous borders or territorial blocks; instead, they are spread like a web of chapters, castles, and halls across various kingdoms and empires.

A fragile balance exists between the power of states and the Orders—a balance few dare to disturb, for the consequences would be dire. History has seen Orders grow too powerful, threatening the sovereignty of certain kingdoms. This often resulted in civil wars that, once allies were drawn in, escalated into conflicts of global proportions. To ease this tension, most Orders renounce military might and dedicate themselves strictly to scholarly, artistic, or artisanal pursuits. A smaller variation of such Orders can be found in city guilds.

Nevertheless, some Orders maintain a standing army—such as the Xalgonians or the Paladin Knights. These Orders must remain strictly neutral or act as steadfast allies to the lands in which they are settled.

It is an open secret that every Order is, at its core, a hierarchical lodge. They form a structured organization around a central point: the Grand Master, who serves as the Guardian of the Mysterium. The Mysterium is the very reason for the Order’s existence—a source from which the entire organization draws its life. It is an energy that is both lethally dangerous and incredibly fragile. Paradoxically, the Order acts as a protector of humanity against this force, while simultaneously shielding the force from humanity to preserve its purity. What each Order truly guards remains a matter of mere speculation.

Orders are divided into Lesser and Greater. Lesser Orders are numerous, branching down the hierarchy into dozens or even hundreds of local guilds and secret societies. When people speak of “the Orders,” they usually refer to the Greater ones. These enjoy sovereign privileges, and their storied names are known throughout the land. The Great Orders are further divided into Old and Young. The Young are those orders that were established in one of the last three Ages, while the Old, as the name suggests, originated in ancient Times, where people’s memory often no longer reaches.

The Old Orders

The Old Orders are the guardians of the four greatest Mysteriums of Qurand: the Mysterium of Birth, the Mysterium of Otherness, the Mysterium of Home, and the Mysterium of the Way. In their purest forms, all these Mysteriums touch upon the concepts of Oneness, Duality, and Multiplicity.

The Noble Order of the Maghavans

It is said that this Order came into being during the Age of the Azharians as a sublime fruit of perfection. The Maghavans are regarded as gods in human form, and the people spontaneously grant them—usually in accordance with the customary law of the land—the authority to act as both judge and executioner. A Maghavan is recognizable by a tiny diamond set between the eyebrows and by their singular attire. Many, however, dress poorly, their only wealth being a sword and armor of adamantium, which no mortal may behold unless it is the Maghavan’s will. This Order maintains no seats across the Western world, and only a very few of its members dwell beyond the borders of Gandhara. You can learn more about the Maghavans here.

 
 

 

 

Ordo Hermeneuticus

The Order of Hermeneutics is as old as time itself. Most of its members remain unknown to the common folk, and it is said their feet have perhaps never even touched the soil of Qurand, for they dwell at the very roots of Being. Most who possess any knowledge of this Order strive to avoid its members at all costs, for among them are the dread Zilaths and their most gifted disciples.

Yet, even among the Hermeneutics, there are novices who walk the paths of mortals. These wanderers are welcomed and hosted by innkeepers and householders with exaggerated servility; for it is well known that their favor—or displeasure—will be reflected in the host’s wealth and fortune.

 
 

 

 

The Order of Tower Builders

The Patriarchs of the Order of Architects were those who constructed the Amber Citadel, the first sanctuary and temple wherein the Azhars dwelt. It is said that the moment the Zilaths beheld their handiwork, they stole the blueprints of the ancient Architects to build a fortress of their own—and thus arose the Iron Citadel, the world’s first dungeon. There are those who consider these myths to be mere parables of the human body.

Another tale tells of how the Architects erected a towering spire that reached from the earth to the heavens, holding them apart so the world would not collapse, much as a pillar supports a roof. It is said that Zilabaoth cursed this Tower and cast it down with a mighty blow. Yet, the secret doctrine maintains that the tower stands still, though unseen, at the center of the world in Garion. The Order of Architects is ancient, and its members are few. Eight of them are known to the people, for they are the mighty rulers of Sairis.

 
 

 

 

The Way of the Pilgrims

The Pilgrims came into being during the Age named after them, arising from the Maghavans. Where a Maghavan stands unmoving like a rock, a Pilgrim walks, flows, or glides like water. Where a Maghavan is sharp, a Pilgrim is gentle. The Pilgrims are masters of many paths, but above all of that one Way which has ten thousand twists and turns and flows against the current of time.

Like the Maghavans, the Pilgrims bear a diamond, yet theirs resembles a drop of dew more than a hard crystal. They guide the lost and the seekers, yet their paths never cross with those of the Wanderer.

 
 

 

 

The Young Orders

Unlike the Old Orders, the power of the Young Orders is less cosmic and more mundane. They are political entities of often fundamental significance. Their Grand Masters and Patriarchs actively engage in current affairs and are a constant presence in the world of ordinary folk.

 
 

 

Guardians of the Temple of Pallas

The Order of Palladins is one of the most renowned and active of all Orders. It maintains chapters and fortresses across nearly the entire world; it is vast in number and generally held in high regard. The Palladins are revered for their unwavering virtue, justice, and adherence to the law, as well as their impeccable military training.

The knights of this Order live in absolute poverty, subsisting on a healthy and nourishing diet, observing many commandments of purity, and constantly honing their skills in both combat and magic. Due to its reliability, the Order serves as a guarantor of peace and order in many regions. Its considerable revenues are reinvested into the construction of the Order’s fortresses and temples, high-quality arms and armor for the knighthood, and also into public works such as aqueducts, hospitals, and sewage systems. There exists a region known as the Free Land—a territory belonging to no one, over which the protective hand of the Order is extended.

 
 

 

 

Order of the Dark Lords of Xalgon

The Order of Xalgonian Knights serves as the antithesis to the Order of Palladins. Their military prowess is equal to, if not greater than, that of the Palladins, and their morale is just as steadfast, though in many ways diametrically opposed to the Palladin ideal. The Xalgonians are ascetics of Evil, drinkers of blood, and temperate warriors devoted to the Darkness.

Their primary seat is Xalgon, yet they maintain chapters across many kingdoms of the North and West. Only a single land hosts both Palladins and Xalgonians simultaneously: Garion. Both Orders have sworn that should a conflict arise between them within the territory of Garion, they shall both depart from it in unison.

 
 

 

 

Brotherhood of the Singing Steel

The Order of Uldarian Knights holds a decidedly controversial reputation among the surrounding kingdoms. These merry fellows never lose their sense of humor even in the direst of moments, and their mocking jests have trampled the honor of many a hero. They often charge into battle bolstered by a potent mead, becoming possessed by the spirits of wild beasts.

They hold their swords and battle-axes in great reverence, frequently enhancing their lethality with magical runes. The seat of their Grand Master is the northern city of Uldar.

 
 

 

 

Order of the White Stone

The Order of Asvittarian Knights is considered even more virtuous than the Order of Palladins—if such a thing is even possible. These elven knights are welcomed even more warmly than the Palladins, for it is well known that they almost never seek out conflict and hold a profound loathing for the act of killing.

This aversion, combined with their artistically adorned armor and fine raiment, sometimes causes their enemies to mistake them for weaklings. However, once an elven knight resolves to act, few can stand in their way. The Asvittarians are also beloved for their social grace; most are masters of courtly etiquette, keepers of countless legends and songs, and skilled in playing the harp or lute with voices of exquisite beauty. The seat of their Grand Master is the ancient city of Asvittára.

 
 

 

 

The Wayfinders’ Guild

The Wayfinders serve as guides and scouts, traversing both the plains of Qurand and realms both adjacent and distant. At first glance, the uninitiated might mistake a Wayfinder for a Pilgrim. However, the abilities of the Wayfinders are considerably more modest. They cannot create their own paths across worlds or forge shortcuts through the very fabric of reality; they can only locate existing ones and tread upon them.

Furthermore, they do not derive their power from within themselves, but rather from amulets that mark their destinations—without which they would never reach their goals. Wayfinder Houses are found in every major city, and their services are available to anyone who can pay and maintains peaceful intentions. The Guild of Wayfinders jealously guards its neutrality and refuses to be drawn into tasks such as navigating armies. Such deeds are left to the Wayfinder outcasts—those whom the Guild has cast out for violating its code.

 
 

 

 

The Shipmasters of Mantrin

Beneath this seemingly ordinary name lies one of the most enigmatic Orders. Those in the know sometimes more aptly refer to it as The Conclave, after the traditional hall where the Order assembles, but the truth is that they are the Mages of Mantrin. These sorcerers are simultaneously the builders of the legendary steel Mantrinian ships and their helmsmen.

The Order was banned and officially disbanded following the defeat of Mantrin by the combined fleets of Sirania and Gandhara; however, even under prohibition, it continued its activities in secret. In the present day, the ban has been lifted, and the Order has resumed its public presence.

 
 

 

 

The Lawbringers of the Isle of Re

The Isle of Re is said to lie somewhere within Maranudran, yet no mortal mariner has ever discovered its shores. The Lawbringers are men gifted with the “vision of law” and an inner strength that allows them to pronounce justice with such authority that it becomes binding and effective. They are sought after in the Western, Northern, and Southern lands, where righteous judges are scarce and where neither the Maghavans nor the Palladins often venture. The mark of a Lawbringer is a long, straight staff.

 
 

 

 

Sons of the Annual Ring

The Order of the Tree-kin, the Druivids, or the Druids is ancient, yet it assumed its current form only in this present Age. The Order is divided into many brotherhoods and fellowships that inhabit virtually all the forests and woodlands of Qurand, protecting them against ruin. During the Age of Elves, the Order was immensely powerful, whereas today it is but a shadow of its former glory.

Their craft is fundamentally bound to the plant kingdom. They consider the lives of trees to be as valuable as those of humans; they possess the ability to speak with them and regard them as friends. Many Druivids entwine their lives with specific trees, entering into a union akin to marriage. They then share with that tree their life force, memory, and knowledge of the world.

 
 

 

 

The Beast-Wardens

The Beast-Wardens guard the Beast within the man and the Man within the beast. They protect the secrets of the boundary between the human and animal kingdoms. Their dwellings are hidden within the forests, where they hold kinship with animal chieftains and sages. They are masters of various shapeshifting arts, and people often seek their counsel on many matters.

 
 

 

 

Order of the Guardians of the Five Elements

The mages who study the sorcery of the five elements gather within the Order of Elementals. They wear cloaks of a specific color and cut, with a sash around the waist corresponding to the element they command. Ritual objects belonging to each respective element are carried by the mages: a sword, a staff, a ring, an amulet, or a circlet. Chapters of the Order are located in all major cities. The heart of the Order is the Five-Towers in Sairis.

 
 

 

 

The Illustrious Order of Bards

Singers and minstrels are welcomed at every court. They possess the power to both entertain and enlighten; their music can be stirring, soothing, or healing, and it can even lull one into a deep slumber. The Order’s seat is located no one knows where; the bards recognize one another by means no one can name, and they seem to possess neither hierarchy nor formal organization.

Yet, they depart to some unknown place to study, dedicating long years to the training of memory, poetic eloquence, and the quest for the source of inspiration. It is said that every bard can speak fluently in verse if they so desire, and that this is the tongue spoken within their Order’s chapter—wherever that may be.

 
 

 

 

World

Races

Sirania

North

Lebara

Vezan

Havdaur

Argolin

Arkagas
Sairis
Vaktar
Garion
Xalgon

Qurand

Rasy

Siranie

Sever

Lebara

Vezan

Havdaur

Argolin

Arkagas
Sairis
Vaktar
Garion
Xalgon