Background

Geography:
4 continents: Ascoria, Elmene, Iridin, Khrul

The World Today:
Vendaria is a beautiful flourishing world. For over half a millennia the world has known a sort of peace, the result of an ancient and binding pact. The Pact binds all life to the realm and is a source of great natural puissance and powerful arcane and divine magic.
Many citizens, even untrained, have a small amount of magical ability. Magic items are common; though range greatly in quality depending on the gifts of the maker. Although magic is normal, there are of course codes of decency that prevent the use of malicious spells within regulated areas such as cities and sacred sites.
Vendaria is very advanced within the schools of alchemy, theurgy, and technomancy, but as for traditional technology they are still in the late middle ages to early modern period (think renaissance steampunk).
Although racially diverse, there is little strife between nations and peoples. Some groups are more isolated than others, dwarves and half-orcs for example, but mixed settlements are common. All this was made possible through The Pact.

Factions:

Name of faction - (membership style) Description of faction - keep in mind that the membership style has no effect on acceptance into the faction upon character creation, merely on the level of public knowledge available and potential future membership. Ex. Few people even know about secretive groups, while you can just walk into the office of an open group and request to join.


Keepers of the Astral Order(selective) Tracing their inauguration to the time of The Pact, the Keepers are sworn protectors of all Vendaria. With their headquarters in Sanctum, Ascoria, they take in talented individuals from all walks of life and bring them up in the service of Vendaria. People selected for excellence in their professions, trades, and arts receive specialized training. As well, they have the opportunity to study history, metaphysics, alchemy, religion, politics, and innumerable other topics, with the aim of better guarding the realm against outside influences. With a focus on education and personal betterment, they are generally well respected throughout Vendaria and can gain access to areas normally inaccessible by others.
Highly hierarchical, they take pride in their traditions and lore. Their current focus is the reclamation of data pertaining to the Lost Archives, the period of time pertaining to the actual creation of the Keepers themselves. Though the exact details of their origin are lost they do not despair, as the recent successes of their new allies, the Archaeological Guild, are unearthing new information and artifacts daily.

The Archaeological Guild - (open) A groups of aspiring scholars and treasure seekers. This relatively new guild is focused on the preservation and restoration of ancient sites and the history of Vendaria. The guild is organized into assessment teams, each headed by a site leader. The site leaders report findings to the preservation committee, which is responsible for then assessing and storing the information and specimens gathered. The restoration committee, a separate body, works on restoring the condition of artifacts, creating replicas for public view, and improving the condition of ruins. The curatorial committee oversees the continued safekeeping of the artefacts and sites, as well as the introduction of public programs and education about various historical sites. All of this is done under the beneficence of the collector, a private man who wishes to keep his anonymity while contributing to the advancement of society.


The Kalkiri - (secretive) The wandering tribe of the desert, the Kalkiri consider themselves protectors of the old ways. Secret ancient knowledge is passed through the generations, and only to those of the tribe who are most trusted. Every generation there is someone born with the bond, a spiritual link to the ancestor. The Kalkiri are always on the move, following ancient hunting routes and avoiding prolonged contact with other groups. This is necessary for the preservation of the old ways and the next inheritors of the bond.


The Southern Nemetons - (selective) The sacred groves of the druids that dwell within the forests on the southern part of Ascoria. It is the gathering place of all druids within the region, wanderers and forest dwellers alike. Flourishing with the sacred energy of light and life, the druids keep their vigil and honour the spirits of Vendaria.


The Skyrates (rhymes with pirates) - (open) Ballsy masters of the skies, these pilots flaunt their skills and technology, advancing trade and travel as they navigate the currents that cross the continent. Head-quartered in Stone Temple, they have regional offices scattered throughout different cities and are always looking to explore new territories and heights.  First started by an ambitious group of explorers, engineers, and cartographers, they are responsible for advancements in the understanding of geography and topography, and have developed a coordinate grid system for more accurate mapping and navigation. They are currently working on developing a standard system of time in order to enhance the efficiency of transportation and communication.


The Eyes of Hyperion - (SUPER - secretive) This isolated group of mages are dedicated to the observance of time and all things therein. All possible past, present and future are known to them. Exceptionally guarded, and with due reason, they live deep under the ocean where Vendaria’s natural ferocity powers their strange Chronophage, a device that allows them to view time. Able to see time but powerless to affect its flow they wait, as they always have. For what, no one knows.