First formed in the Fourth Age, after the tyranny of King Deidrik Geldarak, the Council is responsible for the well-being of Thessia and its people, as well as the laws that govern them.
Goals
After the reign of Geldarak, the Council set out to right the wrongs of an unjust monarchy. In order to do so, they undertook the responsibility of providing aid, and assistance to the Sovereign, and give insight on how best to execute his or her duties. The council has since evolved to oversee all major functions of government under their banner throughout Xinithia. Each Council member is responsible for the domain they oversee, and those that follow, whether inherit successors or voted officials. The Domains are divided as such: Arcana, Law, Trade, Guidance, Defense, Expansion, and if needed, War. The council members dwell within their own societies, and every complete lunar cycle of the red moon, Abos, they gather and deliberate over current issues, and overall strive to maintain order and peace.
The Master of Arcana
The Master of Arcana, also known as the High Mage, keeps vigil over the lawful use of magic within Thessia and informs the council on matters beyond the mundane. Along with these come the duties of researching and understanding the new magics that bleed into Xinithia through the veil.
The Master of Trade
Working with all major merchant guilds and trading networks within Voniel and beyond. They are to maintain a healthy economy and ensure good trade relations between settlements.
The Master of Defense
Head of the Honor-Guard of Voniel, given the title High Commander, working closely with the Master of Law, they maintain order and peace within the city, and beyond into the surrounding towns in the Epbel Thicket.
The Master of Expansion
Working with the masonry guilds to approve and oversee all major construction and renovation within Thessia. Given the title Grand Architect, any and all developments and expansions of cities, towns, or even villages must first be cleared with the Master of Expansion, who will then bring the matter to the council.
The Master of Law
Responsible for enforcing the written law from within the Jagged Citadel, serving as High Judge on grand matters of the court, approving any exalted amendments, and managing the smaller courts across Thessia.
The Master of Guidance
High Overseer, and diplomat of foreign relations. Maintaining a well-developed network of spies and informants throughout Xinithia. They are also responsible for the keeping of the written texts, and histories of the world.
The Master of War
A position only truly utilized in times of crisis, and impending conflict. The council elects the Master of War, who takes charge of the militant forces in Thessia from the Master of Defense, and all warfare and strategic decisions begin with them. When peace is reached, the position is dissolved until it is needed once more.
The Children of Trinity
Living in the Temple of Trinity, in the Frozen Expanse. The Children of Trinity are either brought to the Temple or born there. In either circumstance, they are raised and taught the teaching of the Gods, and when their teachings are complete, they may choose to stay in the monastery or go into the world. Often times when they choose to leave, they remain Children of Trinity, and will most likely become priests in cities and towns, and speak the good work of the Gods to the masses.
Goals
The chief priority of the Children of Trinity is to ensure the continued reverence, and worship of the Cardinal Gods. Those sworn into the monastery are expected to hold themselves to a higher standard than that of the common folk, for the reason that they must be respectable, and trustworthy. The temple is led majorly by the Minister of Trinity. In the eye of the masses, it is a priest's job to adhere to the code set by the Temple, which is as follows.
Tennent's of the Trinity
-Reach out to those who be of heavy heart, and burdened by the woes of the material world.-Never stray from the light of purity and connection with the Gods.-Stay your hand from the temptations of the material, and guard your soul against the influence of the dark forces.
The Crimson Hand Tribe
Sibling tribe to the Fang-Fist, both tribes separated from their original due to civil unrest, though the exact history has been lost. Though originally hostile when first founding Bazzag, the tribe has come to be known as cultivators and tamers of the beasts of the Barren Wilds.
The majority of Orcs that dominate the Crimson Hand Tribe are those that were originally changed from Sun Elves, their arrogance still somehow making them believe that they were superior to the rest of their kind. However, their arrogance has simmered through the ages, giving way instead to great insight on their distant kin, the Sun Elves. The rivalry between Bazzag and Khuzid has shown that neither tribe is going to submit to the other, for any reason.
Kings & Queens of Beasts
Commended for their domination over the vast expanse of wildlife across the Barren Wilds. The Crimson Hand are well known beast tamers, often going so far as to use the monsters they tame, as siege beasts against bandit camps. If one were to wish to learn the ropes of beast taming, The Crimson Hand Tribe should be your top pick for a teacher.
The Fang-Fist Tribe
Sibling tribe to the Crimson-Hand, the Fang-Fist hold tight to the old traditions of the first Orcs, while also moving forward into a prosperous future. The Fang-Fist Tribe is known for their amazing metal works, and find aquatic cuisine, and peaceful nature when dealing with other races. Similar to the orcs of Bazzag, Khuzid is majorly comprised of orcs that were changed from Silver Elves, this made them the more civilized, and hospitable of the two tribes. However, as time passed the orcs of Bazzag learned from their arrogance and began to deal closely with the other races.
The Sundown Howlers
One of the remaining packs of the Valero-Lok to be known for a fact to still be alive after "The Purge" conducted by Deidrik Geldarak "The Tyrant King". All of Thessia holds the Valero-Lok in high regard for their years of endless service to defending the woodland and mountainous ranges of Thessia from aberrant and monstrous forces. But after their tremendous loss, the Sundown Howlers are hesitant to trust any quickly, but they will not refuse the call if innocent lives are at stake against the forces of Nova-Ru's children.
The Cobra Clan
A guild of thieves, assassins, black market merchants, and contract dealers, it operates on a relatively askew code of honor and respect. Their influence is easily enforced, as most people know of the dangerous myths surrounding them, and they maintain an alarmingly high success rate on contracts taken and carried out. The Council made its best efforts to remove this internal threat within Thessia, to some success. But alas the Cobra Clan still thrives in small hovels and off the beaten path towns, where they make their hideouts.
Goals
Those who join the Cobra Clan, are typically either those who have power and wish to exploit it or those without who wish to gain power. Needless to say, there is a profit to be made in the dealings of the clan, but those who find it not to their liking and try to leave, often find themselves in worse situations than when they originally joined. The overall objective of the clan is to achieve power and rank in the world so that they may change it to their liking, whether the masses like it or not.
Leadership
Leaders of the Clan are known as Regents. They are blessed with great information and connections within the world.
Membership
As for membership, one cannot simply ask to be a member, though it is not unheard of, you are not likely to be accepted. The Clan will often seek out its members in their own way, this could be through a mysterious note, or a passerby whispering something tantelizing in your ear. And should those that succumb to the temptation go with them, they will be tested, and eventually indicted into the Clan.
The Hunter's Guild
Founded to deal with the threats affecting the continent back in the Fourth Age, due to the increasing number of magical beasts and their ferocious nature. Winry Dagon decided to take up the Guild Leader's mantle and create the Guild, turning it into a place where adventurers could come together to deal with the monstrous threats in Thessia.
Goals
The Hunter's Guild is a cellular type of leadership that centralizes around a Leader or a Councilship of leaders, depending on which is present at the time. The Chain of Command falls down based on a Rank system, with Guild Leader being the highest rank anyone can possess in the Guild. In order of descending rankings for the Adventurers are as follows; Jaeger, Seeker, Associate, and Fledgling. Jaeger's are the best of the best, hunting even the most deadly of monsters with ease, and going down to the Fledgling that are just starting out, dealing with moderate creatures to begin with. But the mission statement of the Hunter's Guild is not merely to protect, and defend from the threat of these magically dangerous monsters, and beasts, it is majorly to prove themselves as great warriors, whose names will live on through the ages within the Guild.
Fledgling Rank
New recruits to the Guild don the Fledgling badge, and are often recruited to fight small creatures, and aberrations, worthy of their station. Should they prove reliable and capable, they will be given a Wayfinder Compass, this is often done when the Fledgling will acend to the next Rank.
Associate Rank
After receiving the Wayfinder Compass and the Associate's badge, an associate's name is given out to other stations, and Guilds, as well as local information brokers, looking for new and upcoming hunters who can handle jobs above the norm, above those of a Fledgling. From this point, the renown and fame of the Associate is what will promote them to the next Rank.
Seeker Rank
After given the badge for this rank, the individual is given access to Hunter's Guild storerooms across Thessia, at a discounted price. Other than this, there is not much other difference between a Seeker and an Associate. However, should the hunter reach the next rank, the trials undertaken to reach this far, become well worth the risk.
Jaeger Rank
This rank grants access to unprecedented information regarding immensely powerful monsters, beasts, and aberrations. And the chance to fight alongside other Jaeger's in a Hunter Party to assist in a Raid to hunt monsters of Gargantuan proportions. Their name also opens doors that would otherwise be closed to the common public, so to speak, due to the renown of the hunter.