
Factions
It is very common in Aelath for someone to be part of one faction or another. Although in this game it is recommended that players are granted access to one Faction, it is ultimately up to the Game Master and their world.

Black Fang Cult
A cult of religious zealots that follow the Dark One. They are often in conflict with the Church of Light and the Disciple of the Mace as their views directly contradict one another. The Black Fang Cult consists of many different types of creatures and races and holds many differing beliefs about the Dark One. This is perhaps their largest downfall as there is much infighting within the cult. The Church of Light and other enemies of the cult exploit this much of the time.
Benefits of Membership
+1 Bluff +1 Survival
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You also gain religious underworld contacts equal to your leadership score.
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You also may seek refuge at any Black Fang location.

Children of Darkness
A commonly known group who worship the Dark One. These individuals are not your average cultists. They actively work against the Church of Light. Many consider the Children as an offshoot of the Black Fang Cult, and some treat them as one entity. However, because of the divisiveness within the cult this sentiment is resented. The Children consider themselves as a separate entity and try to differentiate themselves from the Cult.
Benefits of Membership
+1 Religion +1 Dark Magic
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Gain special knowledge of ritual magic. You may cast any number of 1st Tier magic spell at no cost equal to your Arcane score.
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Members are expected to carry out cult business without question.

Church of Light
The predominant religion within Aelath. Its founding was after the Age of Reckoning. Before this time the Gods walked among mortals and taught them many things such how to make fire, written language, and farming. However, there was contention among the gods as to how much knowledge was acceptable. It wasn’t until Dusldir, God of Magic, took his first apprentices and began teaching mortals magic. Some of his apprentices became too ambitious and created a ritual to absorb some of the cosmic energy and ascend to godhood. However, their ritual required syphoning the cosmic powers from their master and ended up killing the God, draining him of all his magic and lifeforce. Once Etar, King of the Gods discovered this treachery, he took a contingent of his most loyal companions and engaged the traitors. The battle was fierce, but in the end the traitors lay slain. Etar’s drained their forces had been culled and the magic used against them had drained them so badly that reality was in danger of collapsing on itself. Etar knew that the only way to save his companions and reality was to absorb their remaining life force thus becoming the most powerful entity for good in the cosmos. To behold his glory was to look into the sun, and to be in his presence was to feel his everlasting benevolence. As the ages went on, he was to become known as The Bright One. Though his true name is lost to legend he continues to protect those who serve him.
Benefits of Membership
+ 1Religion +1 Leadership
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Members and their companions may seek healing services at a 10% reduced price.
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May seek sanctuary for themselves and their companions in times of trouble.

Disciples of the Mace
This order was founded out of the Church of Light, after the Age of Darkness in which the Dark One rose to power among the evil forces of the world. It became their oath to destroy evil wherever they found it. They became known in the Battle of Troll Hill in which they broke the lines and destroyed the Orc fortification. Mystery surrounds the valiant and many go unnoticed throughout Aelath as they often act independently from each other unless there is great threat that requires extra expertise. In addition, the Disciples often take adventure contracts that require tracking abilities.
Benefits of Membership
+1 Sense Motive +1 Search

Factionless
Not everyone chooses to join a guild or organization. Sometimes they make their own way. Though this may make life harder, at least they owe it to no one else but themselves. Often these individuals are lone people that take on roles such as a protector of certain parts of the forest or mountains, or it could be a hunter that makes his living off the land. They could even be treasure hunters or merchants. Though they make their way through life without answering to someone they are sometimes limited by their own fierce independence.
Benefits of Non-Membership
+1 Survival +1 Melee

Golden Chalice
The most established and popular Adventuring Guild within Aelath. They work closely with the Crown and have many operatives working for the guild in all major cities. They are also in charge of Portals Gates when they appear. These men and women consist of simple adventurers to seasoned veterans. Each member has the freedom to choose and accept adventuring contracts as they see fit, however when the empire is threatened, they come under one strict structure. During this time rank structures are put in place and following orders become important. Though they still have some autonomy from the Crown in these instances they are willing to work and allow them more control over their forces.
Benefits of Membership
+1 Melee +1 Alchemy
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Members may use the The Golden Chalice to buy quality gear at a 15% discounted rate.
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Members may find room and board for free.
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Members may find quality adventure contracts with higher payouts.
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Membership fee per month = 10% of all loot collected.

King's Guard
The portion of troops that are charged with the protection of the king and his family. These men and women are of the toughest stock and the greatest skill. They deploy many different fighting styles, magic, and technologies to uphold their oaths. In addition, they are among the most highly skilled and are very diligent in their training. They are at their very best while in groups. This allows them to employ squad-based tactics, it is ill advised for any foe to engage them while together.
Benefits of Membership
+1 Melee +1 Dodge
Membership in the King’s Guard grants you the rank of Seargent and report among the King’s men.

Knight's of Bronze
The Knights of Bronze are a knightly order that was once charged with the sole protection of the Crown. Yet during The Age of Reckoning these knights committed the highest of offenses – Treason. Betraying their king and country they fell into service to “Sir Dain of the South”. Sir Dain, a former adventurer, sought to usurp the crown. A legendary adventurer in his own right, he had been promised the King’s daughter in exchange for servitude. Upon fulfilling his commitment and serving his highness with honor the king married his beloved to a rival kingdom. In exchange the king gave Sir Dain his own fiefdom. The heartbroken warrior, stricken with grief, vowed to one day repay the king for his broken vow. Sir Dain, also considered a hero to the people, was able to raise a substantial army. Finally, winning the king’s honor guard to his favor, he marched north. Swooping up from the south he attacked Falldragon. The Knights of Bronze fought bravely on behalf of Sir Dain, yet, in the end lost to the king’s superior forces.
Benefits of Membership
+1 Intimidation +1 Athletics

Knight's of the Ember Order
A secret organization used by royalty of most major powers in Aelath and across Abeir-Toril. During the Age of Dragons it mostly consisted of sell swords and powerful mages willing to use their skills for the highest bidder. During the turmoil, they were unwilling to help, hoping that they could barter for higher fees for their services. It wasn’t until Iforn had nearly accomplished his invasion plans that the council decided to intervene and assist against the onslaught. Many of their best died, but if it were not for them The Crystal of Planer Travel would have not been found. Pierozzo Rosso, the leader and the sole survivor of the group, heroically stood against Iforn and his generals. Sending them one by one to the outer plane of Terra.
Benefits of Membership
+1 Stealth +1 Concentration

Magical Society
The Magical Society is a centuries-old organization dedicated to preserving, protecting, and mastering ancient magical knowledge. Formed in secrecy during the dark ages, the Society safeguards powerful artifacts, spells, and forbidden knowledge, hidden from both the unworthy and the power-hungry. With chapters in key cities across the realms, the Society is divided into orders specializing in various magical disciplines, from elemental manipulation to spirit communication.
Membership is granted only to those who pass rigorous trials, ensuring loyalty to the society’s creed: “Magic serves all, but power serves none.” Whispers speak of a rival faction, exiled long ago, seeking to claim the society’s secrets and wield them for dominion over the realms.
Benefits of Membership
+1 Arcana +1 Knowledge

Sapphire Gang
A well known criminal syndicate that is well entrenched in every part of Aelath. They are involved in everything from low level street crime to bribery, extortion, and murder. They have also infiltrated parts of neighboring kingdoms. This allows them to sell secrets and keep abreast of the political landscape.
Benefits of Membership
+1 Melee +1 Search