The Bringers of Glory Organization in Nitak Neti | World Anvil
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The Bringers of Glory

Founded by the legendary Magi Lucius Ferrum, this mighty force of Magi and non-Magi alike once stood on the verge of taking control of all the known world. Defeated at the brutal Battle of the 13 Keys, the tattered remnants of the Bringers of Glory fled to the frigid northern island of Malaa. After Lilith Ferrum, daughter of Lucius, took control of the Gloria through brutal force she steadily rebuilt the organisation and led it to new heights. Now, after 2580 years of steady preparation, its time to be unleashed upon the Enemies of Magic may have finally come ...

Structure

The Bringers of Glory are ruled by the Council of Thirteen, with one Prince or Princess to represent each of the 13 Schools of Magic. One of these 13 is then also declared Arch-Mage, and thus King or Queen of the Bringers of Glory.

Public Agenda

To restore the power of the Magi, to overthrow all the anti-Magi Empires and Kingdoms. To take control of all the land and bring about a new Golden Age of Peace and Prosperity.

Assets

Said to have a treasury full of Magical relics, the armour and weapons of slain enemy armies and, it is rumoured, diamonds.   Uses the Drun Magi, the Fortress of Magic, as the Organisations Headquarters. The Fortress in located somewhere in the frigid plains of Malaa.

History

The Bringers of Glory were formed by Lucius Ferrum over two and a half millennia ago. An alliance of Magi and non-Magi alike, the Gloria moved to bring all the known world to kneel before Lucius Ferrum, in the hope of creating a Golden Age of peace and prosperity brought about through Magic.   After the defeat of Lucius at the Battle of 13 Keys, the organisation was left in ruins, with many of the stragglers fleeing to the frigid northern island of Malaa. Some years later Lilith Ferrum, the daughter of Lucius, arrived on the island and seized control of the organisation by defeating all those who stood in her way. She has slowly and steadily rebuilt the organisation to its former strength, and is rumoured to have built it to all new heights, over the some 2580 years she has been its Queen. She has brutally defeated all Magi who have dared challenge her position of power in the organisation. The Bringers of Glory have also fought off hundreds of Great Purges called against them, fighting off army after army of anti-Magi forces.

Territories

The Bringers of Glory occupy Drun Magi, the great Fortress of Magic somewhere in Malaa, and an area of the surrounding frigid island, but don't control all of Malaaa.   The Bringers of Glory have numerous small hidden bases in deep forests, mountains and in the criminal undergrounds of several major cities.

Military

Said to currently be made up of some 40 Magi, about 13 in Drun Magi, the others spread all around working as recruiters and commanders. There are about 100 Magi apprentices, about 80 in Drun Magi. Said to be able to call up untold thousands of beasts, undead skeletons, zombies and living statues. Employ human, orc, goblin, giant, troll, ogre and obhejuntu warriors. Particularly reliant on poorly armed and armoured Malari tribesmen however as guards and scouts. Command around 500 of these tribesmen.   Hires Pirates when a navy is needed, but said to otherwise be able to raise a fleet of sunken ships crewed by long dead crews.

Technological Level

While the technological advancement of the Bringers of Glory is somewhat behind larger Empires and Kingdoms, they are still a capable force, with most infantry forces wielding steel weapons, with some dressed and armed with the old weapons of long dead enemies who attack sporadically during the Great Purges.   The main advantage of the Bringers of Glory is of course the number of skilled and powerful Magi in their employ, bringing incredible, but often unpredictable powers to bear in battle, both out in the open and during sieges. The Magi also help assure that relations with some of the local Malari tribes remain good, and that any assaults on their land are met with fiercely powerful Magical retaliations.

Religion

The Bringers of Glory worship a variety of different Deities from different Pantheons, but Deities of Magic in particular are worshiped.   A number of Magi worship Lilith Ferrum herself as a Goddess of Magic and Vengeance. A number of Magi also worship Lucius Ferrum as a God of Magic and Power.

Foreign Relations

Has good relations with a few other pro-Magic groups, like Goblin clans deep in Kreegor Forest and Msengu Rainforest.   The Bringers of Glory have been at war with many of the anti-Magi Empires and Kingdoms for most of their existence. The Empire of Kushar have been the arch-enemies of the Bringers of Glory for the entire history of the organisation, especially after Syed seized power of the Empire of Kushar and initiated the first of the great Magi purges.   As such they are friendly with a few small powers, while they have many powerful enemies.

Agriculture & Industry

The Bringers of Glory rely on hunting and fishing to feed their forces, trading and working with local Malari tribes in return for more food as well. The frigid conditions of Malaa makes agriculture virtually impossible.   The Bringers of Glory do run forges to create armour and weapons for their forces, but their limited size means that they tend to armour more elite forces long before their poorer militia.

Trade & Transport

The Bringers of Glory trade with some of the surrounding Malari tribes, but with few others.

Education

The 13 Magi of the Council in Drun Magi work to educate the apprentices who are found and brought to the safety of their fortress in Malaa. Mercenary commanders often help train warrior volunteers and keep other mercenaries sharp. These commanders also often help train Malari guards and scouts, although these are given less of a priority.

Infrastructure

The Fortress of Drun Magi is a powerful, isolated and difficult to find fortress, but is the largest and only main base of the Bringers of Glory. Several hunting lodges belong to and Malari fishing villages swear loyalty to the Bringers of Glory on the island of Malaa.   Numerous minor outposts dot the world, mostly in very hidden regions such as deep forests, high mountains and in the sewers and catacombs under some major cities.

For Magic, For Glory, For a Better World!

Founding Date
Founded 30 years before the end of the Age of Magic and the start of the Age of Iron, when Lucius Ferrum was 52 years old.
Type
Geopolitical, Magocracy
Alternative Names
Children of Magic
Training Level
Professional
Veterancy Level
Trained
Demonym
Gloria
Leader
Head of State
Government System
Magocracy
Economic System
Barter system
Currency
Gloria are fed, armed and clothed in return for their service, with it rumoured that diamonds are paid to higher ranking Magi and used to pay mercenaries. There is no formal currency, with gold and other goods often stolen from rivals.
Major Exports
Magi often work to help local Malari tribes in return for goods, helping them in their hunts and fishing, helping rescue isolated groups and lost children, as well as to defend friendly tribes against hostile tribes who try to raid their villages and seize their hunting and fishing areas.
Major Imports
Meat, furs and sealskin clothes are all imported. A number of local tribesmen are employed as guards and scouts.
Legislative Body
The Council of 13 debate the organisation's rules, policies and laws, with Arch-Mage having the final say.
Judicial Body
Lower crimes like theft, insubordination and murder of lower ranking soldiers are judged by lower ranking Commanders and Magi. Higher crimes like high treason and the murder of Magi are judged by the Council of 13, with the Arch-Mage still having the final say.
Location

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Cover image: Necromancer by Diablo 3

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