Notable Organizations

Of the many organizations that operate in Vilra-Shal, this article shall cover some of the more notable ones.   While there are many more, these groups have had the most effect on recent history and are commonly known by most of the population.  

The Church of the Sol -

  The largest structure-based religious organization on the continent of Perentha. Its founding has been traced back to The Shatter , when humans first appeared. Having great influence over most human-based settlements and seemingly backed by the Ventus royal family. While the state of the church has changed many times over its founding, its teachings change with each Mother that inherits the title and how they interpenetrate the First Tome. However, one thing always remains the same. Magic is unsafe, to be feared and should be sequestered from the rest of society, with these views not only applying to those who practice the faith but those who don't as well and often having nothing to do with the church. They enforce the Sol's will through the Templers; this enforcement has only worsened the views of outsiders looking in on The Chruch of The Sol and has started to cause real tension between the Chruch and other outside factions.  

Templars -

  A group of knights with heavy dealings with the Church of The Sol, as the church's first Mother was the order's founder. Trained from a young age, Templars are taught through training and discipline that magic is not to be trusted, and by extension, anyone with magical ability, through the use of their blessings and runes, have the ability to nullify magic which they use to suppress those with magic. They are often used as wardens throughout human settlements in Perentha and guards at the Circle of Magi. Those who reach the higher ranks in the Templars often have some kind of innate magical resistance that causes some veins to glow through their skin. These individuals are considered to have been touched by the Sol itself.  

Circles of Magi - 

The Circles of Magi were originally created by a smaller sect within The Church of The Sol, a splintered group of the church that believed that magic, while dangerous, could be maintained and guided while under the watch of the church and Templars. Being deemed a civilized way to deal with the magically inclined. Children who show signs of being magically gifted are sent to the Circle, where they are trained to hone their skills through discipline and long studious sessions, though they must undergo a trial at the age of 18 to continue practising magic. Those who pass are allowed to continue on with their studies; unable to leave the Circle towers, they often live out the rest of their days in the pursuit of researching circle-approved fields. However, those who fail to pass the trial are made "tranquil" through a process that servers their connection to magic and leaves them a hollow shell of their former selves. This practice is deemed inhumane by many but is practised in all Circles and even forced on magic users, not in the Circles by those who believe it a way of purifying those that have been tainted by magic.  

The World Sentinels -

  An ancient order that was founded shortly after The Shatter and is commonly known by the two inner factions; World Watchers and World Walkers.   The Watchers are often found standing guard at various sites around Vilra-shal, but mostly at the Storm Vault in Eluvian. They seem to corner off sites that they deem dangerous or contain something that others might misuse, though their sudden appearance at a location often puts the locals on edge as the Watchers have been known to strike down anyone that gets too close to what they watch over. And there are even rumours of locals going missing that venture too close to the Watcher's protected sites.   World Walkers are found wondering the realm, hunting usually what comes forth from the Shimmer Mirrors. Though this is not the only thing they hunt, anything that causes an area issue will have a few Walkers gather and attempt to deal with the problem - though this deed is never free, and there are stories of Walkers taking more than just coin in payment for their assistance. Despite some of the more unfavourable rumours that surround them, the Walkers have integrated themselves with many different communities and are even greatly respected in some, but every few years, they return to the Vault for reasons unbeknown to outsiders.  

The Dalish Clans -

  The five great Dalish clans are nomadic by nature, they travel around Vrila-shal, often being found encamped by various ancient elvish sites, the reasoning differing from clan to clan. The clans, Ralaferin, Minrthalin and Vernehn, are the largest of the five. Having over 300 members each. The smaller two, Lavellan and Hawlen, only roughly have 100 members at once. Smaller clans do exist but often don't last long and get absorbed by one of the great five. These great clans are led by a Keeper, often being a wealth of power and knowledge of their ancestors past. Most great clans are often hostile to outsiders, usually keeping to themselves, with only Hawlen making regular contact with the outside world.

The Horned Order -

  A small order of warriors that came through the Shimmer Mirrors, easily identifiable by their horned helmets. Their goal is unknown, but they seem to follow the Dalish clans as they travel the world.  

Harrow-Guard -

  An old guard that has protected Harrow Mount since before even The Shatter. Assisted by golems made by the dwarves long before The Shatter that still help protect their creator's ancient home. The purpose of the Harrow-Guard has changed throughout the ages. Now, while many of the guard follow in the footsteps of their forefathers, many now help lead Harrowmount. Ensuring to keep the city-state as a staple of acceptance and inclusivity. It is a place where anyone can be anything, regardless of race or creed.