Torches Organization in Arda | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Torches

Lighting the darkness

The Torches are a multinational organization made up of adventurers, scholars, and other like-minded people dedicated to safeguarding the world against the threat of the Shadow and the Shadow Worshipers which threaten Arda.
Table of Contents
The symbol of the Torches, a lit and blazing bronze torch.

About

  The Torches are an organization which is dedicated to monitoring and safeguarding Arda against the existential threat that is the Shadow. Torch agents take on an active role when it comes to investigating and combating the Shadow and its worshipers throughout the land. Working across national borders, they actively gather information, research, and scout locations where potential threats may be located. Once a threat has been located and assessed, Torches move in to subdue it, or call in their local allies against greater threats.   Often heroic adventurers and keen researchers, Torches are generally held in high regard in most of the nations of Arda for their bold action and insight into an ever-present danger to the peoples and nations of the world. As a result, they are often given free reign to travel in most lands of the Eastern Continent and a few other lands abroad.   Torches recruit from many stripes, often looking to gain members with varied perspectives and insights that can shed new light on their investigations and bring in new expertise. In this way, a rogue or bard could be a Torch just as much as a paladin or wizard. People join the Torches for many reasons, including prestige, experience, wealth, honor, knowledge, or the simple desire to travel.

History

  Over a thousand years ago, Arda was embroiled in one of the largest struggles in its history - the Primordial Wars. During the Second Primordial War, the Eastern Continent were divided between two major factions; the Children of the Heavens (Elves, dwarves, gnomes, halflings) against the Children of the Primordials (Orcs, duergar, svir, kobolds). Seeking an end to the war and aspiring for balance, the Primordial deities called forth the mighty but cruel extraplanar creature known as the Shadow, that seeks to devour all of the multiverse.   The devastating power of the Shadow tremendously changed the tides of war for the Primordials, pushing back the once-successful Children of the Heavens into their strongholds in Romanorum. The Shadow swayed and corrupted those under its rule, twisting many of them into darker, powerful, and more malicious versions of themselves, driven by the desire of mutual self-destruction. By the time of the Last of the Primordial Wars, the routed Romanorans held only a few formidable strongholds, which were encircled by the Children of the Primordials and the forces of the Shadow. During the battle for Khazad-Vala, the Children of the Heavens called for divine aid, and summoned their own deity onto Arda. So too, did the Primordial Lords come forth, and a great battle ensued.   During this battle, the deity Mendos split from the Heavens, and used its divine essence to shield Khazad-Vala from harm. The last act of a dying god, it created the first two human children. The other deities present, so moved by Mendos last act, ceased hostility. Realizing their war would bring more harm than good or balance, they put their differences aside to call for truce. The Shadow, now no longer able to attain the war and destruction it fervently desired, realized the tide of war changed once more. It took its followers and fled south to Harad, where it would cause death and destruction for many more years. It would later be driven off Arda, but never ultimately defeated.   Following the Last of the Primordial Wars, the peoples of Arda looked to their future.In the centuries that would follow, the Shadow and its followers were driven from the plane by a largely-Romanoran combined force of elves, orcs, and men. They drive the Shadow-worshipers into the Shifting Wastes, and while it believed it would have ended the Shadow-worshipers this way, they knew they would not kill the Shadow itself as easily.   For months on end, the soldiers held the perimeter of the Wastes, seeking to destroy the remnants of the Shadow's forces. Each night, the lines of the desert were lit by lines of torches glowing brightly in the night, held aloft as the hope of a free Arda. So inspired by these symbols of illumination, hope and freedom, a number of the soldiers dedicated themselves to continue to watch for the Shadow, even long after the campaign in Harad.   By the year 516 AW, the Torches were an official organization, with their official headquarters in the Romanoran capital of Augustus, with a number of branches focused throughout the rest of the Eastern Continent. Today, the Torches retain their headquarters in Augustus, with a number of well-established bases in Romanorum, Al-Andalus, Magnos, and Harad. They also have a number of smaller bases throughout Arda, some as far away as Samarkand in Nestoria or even in Lorraine in Dunlain.
A torch agent fights a mysterious Shadow creature in the woods.

Members


As earlier stated, the members of the Torches are recruited from any number of the diverse peoples of Arda. As much as the Shadow-worshipers and fetchlings prey upon the weak, frustrated, or marginalized peoples of the world, so too do the Torches recruit from them - to not only deny the Shadow a potential foothold, but also gain new and valuable insight on their enemies. As a result of recruiting from such a large pool of candidates, they are able to get numerous perspectives and ideas that add to their combat and investigative prowess, and propel their research and development.   The Torch members themselves need not belong to any particular class or ancestry to join. The Shadow is a greater issue to fix than petty squabbling from lines of ethnicity or previous skills. Much as a bard may have a different skill set than a wizard, each can use their unique experiences for the greater well-being of Arda. For example, the same bard may be an expert investigator; the wizard a keen researcher, and so on.   While the Torches ranks are largely the adventuring type, they also maintain a large body of non-combat support staff such as researchers, alchemists, smiths, clerks, or scribes. For new recruits without prior experience often are trained as the versatile Torch Agent, which will go on to lead new investigations themselves. Others still have the freedom to switch their roles - former agents may seek a quieter life as a scribe or crafter, or even move up in their leadership role.   The Torches generally do not discriminate based on alignment alone. Torch members can be of evil alignments, such as those who serve the Torches solely out of greed or vainglory. Others still may recognize the Shadow as a greater threat to their own personal ambitions or goals, or simply want access to the vast resources or clout of the Torch organization. Realistically, as any other member, their membership is largely dependent upon doing their investigations or research with a degree of success and professionalism as is the Torch standard.

Structure and Ranking

  The Torches are separated into five major ranks. After taking part in numerous, difficult, or high-profile missions, the Torch members gains skill, experience and knowledge. At the behest of another of higher ranking, a Torch member can be promoted into a higher rank, up to the betowers own current rank. As their rank increases, they will have greater access to the knowledge and services that the Torches can provide. They are also often expected to take on more difficult missions and more leadership within the organization. The ranks are listed below:    
Rank Title Description
0 Torchbearer The first rank among the Torches. This rank is intended for new and recent recruits and support staff. Most Torchbearers are still learning the ropes of the organization, and likely haven't found their skill set yet. They often mentor under another member until they are ready for a mission. Torchbearers rarely go on missions without another Torch of higher rank.
1 Lantern The rank and file of the Torches, and make up the majority of the organization. Lanterns are often differentiated into different roles based on their skills and strong-suits. The three major roles are Agents (who specialize in information), Bearers (who specialize in combat), and Luminaries (who specialize in magic or research).
2 Lantern Princeps The Lantern Princeps are drawn from the ranks of the Lanterns, and are considered among the most skillful or powerful among them. They often lead Lanterns or mentor Torchbearers on missions. Lantern Princeps is the highest role one can obtain without being the leader of their own Torch Branch.
3 Torchlord Torchlords are the leaders of the Torch branches throughout the world. Selected from powerful and ambitious Lantern Princeps, they determine the expertise and skills they culminate at each of their branches, direct recruitment efforts, and choose which teams or agents will go on a specific mission or follow on a lead.
4 Torchmaster The highest ranking of the Torches, the Torchmaster is responsible for overseeing the other Torchlords and directing the general course of the organization. They also meet with powerful sponsors and direct the resources of the Torches and their members.
    In some cases, the Torches will also contract work to other freelancers, mercenaries, or organizations where Torch agents may be unavailable or inadequate for the mission at hand. These members do not possess a rank within the Torches, but some can access the resources of the Torches where it becomes relevant for their missions. In addition, not all Torches are constant fixtures of their respective branches. Others are adventurers or mercenaries by trade, and accept missions from the Torches at whatever branch they find themselves near.  
A torch agent delves an ancient ruin in search of clues.

Scope

  The Torches are most active in the Eastern Continent. As the region with the longest history of Shadow-activity, and as one of the regions with the most Shadow-worshipers, most of the resources of the Torches are dedicated here. Being an existential threat to the peoples and governments of the Continent, most of the nations support the Torches with material aid and in rarer, larger cases, military aid. The primary exception to this is in Harad. Due to either greed, incompetence, or even suspected collusion with the fetchlings, the Haradrim government does little to nothing to support the Torches besides allowing them a base there.   Outside of the Eastern Continent, Torch bases are few and far between. In comparison to the East, the Western Continent and the Golden Lands have little history with the Shadow, and generally have fewer Shadow-worshipers. As a result, the nations of these land generally do little to support or promote their efforts. Realistically, while the Torches are powerful, they don't have the resources, manpower, or reach to operate on a truly global scale.   The Torches do maintain two bases outside the Eastern Continent. The first is in Nestoria, in the de-facto capital city of Samarkand. With Samarkand's general vicinity to the Eastern Continent, as well as being in a capital, they have the best access to resources from their allies in the East, as well as gather information from further west. Torch missions in Nestoria and beyond are rare, but not unheard of. The second base is in Lorraine, the capital of Dunlain. Far from the Eastern Continent, the Torches here have little access to the resources and manpower of the main branches of the organization. As a result, the Torches here are relatively weak, instead focusing their efforts in information gathering, then working with the local Shepherds to quell threats. Despite their relatively low impact in Dunlain, they are beloved by the populace much in the same way the Shepherds are.

Allies and Similar Organizations

  The Torches, as a multinational organization, do not work in a vacuum. They need numerous allies in order to continue their activity and to mount operations. In general, their relationship is of general cooperation, preferring to act jointly with other groups to increase success and lower casualties. These groups are described below:
  • Governments - The Torches are generally reliant upon the material aid of governments or other wealthy donors to continue their work. In return for their warnings and aid, the governments of the Eastern Continent nations make donations to the Torches. In cases that are too large for the Torches alone to handle, they will also collude with local guardsmen or militaries to garner the support to take out larger targets.
  • Hashashin - The famed "Shadow Assassins" of Al-Andalus occupy a similar role to the Torches. While both they and the Torches have good intentions, the Hashashin hunt Shadow-creatures and Shadow-worshipers largely out of religious fanaticism or notions of purity, while the Torches are not an explicitly-religious organization. In addition, the Shadow Assassins prefer more covert and smaller missions, as well as even use Shadow magic to accomplish their aims. While the Shadow Assassins do not like cooperation, they will in situations where stealth and subtlety will not defeat their target.
  • Shepherds - The Shepherds are the largest and crown-sponsored adventurer organization in Dunlain. Unlike the Torches, the Shepherds do not focus on the threat of the Shadow alone, but instead focus on threats to the communities and nation of Dunlain. The Torches maintain a base in Dunlain, and they use it as a post for gathering information. Once they have credible evidence of the threat of Shadow-activity, the Shepherds will often step in to quell it. In some cases, some are both members of the Torches and the Shepherds, being able to both identify threats and quell them with the aid of their allies.
  • Watchers - The Watchers are an analogous group to the Torches in the far-southern nation of the Enlightened Kingdom. In their nearly one-thousand years of isolation, and fearing retribution from the Shadow, they also believed it relevant to pursue the same goals. When the Enlightened Kingdom opened its borders, they and th Torches made contact, both aspiring to learn as much about each other's methods.

Trivia

 
  • The Torches are loosely based on the Harpers from the Dungeons and Dragons Forgotten Realms setting.

See Also



Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!