Bakura LRP Group
Factions and Guilds













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All the Factions. (The Bakura are a group/squad within the Viper faction)
















The Bears:
The Bears are comprised of the peoples from Caledonia and some of Orkneyjar. They are made up of groups and clans, some of whom wear kilts and little or no armour. Some years ago the Bears chose three women to be their Queens. They are the mortal hosts of three aspects that the Bears value the most. The Morrigan embodies strength, the Cerridwyn, wisdom and the Blodwyn is the embodiment of compassion. The Bears have a reputation of being a faction of celebration and enjoyment. They love drink, songs and games. They are fun loving people who enjoy the finer things in life, and will fight to defend them.

The Dragons:
The Dragons share a Celtic heritage with the Bears. They are an alliance of the peoples of Cymrja and the isle of Erin and are governed by two leaders chosen by ancient Celtic tradition. They also have a reputation for song, celebration and recording the deeds and exploits of their people.

The Gryphons:
Inheritors of part of the old Empire, the Gryphons are a seafaring nation, uniting the Kingdoms of Lyonesse and Estragales. The faction contains several chivalric orders, and has an old enmity with the Dragons.

The Jackals: - (new faction)
They are not just the peoples of Aegyptus, but a faction uniting all of the desert lands. The faction is mainly based upon ancient Egypt combined with ancient Arabia.

The Harts:
Formed in 1094, the Harts split from the lions, and fought tem for the control over Albion and eventually won. As a result the members of the new faction have become very close knit and loyal to each other. The Harts of Albion are famed for their love of tea and cake, and for the importance they place upon good manners in the face of the enemy. The Harts value honour and diplomacy, and have used both to work to achieve a lasting peace within the Heartlands. They are ruled by a monarchy and place a great deal of importance on their feudal system of noble houses, although this does not mean that the ruling council does not heed the views of the people of Albion. All races are welcome within the Harts; loyalty to the Crown and respect for laws of Albion are expected.

The Lions:
The lions are a proud faction. They believe in loyalty to each other and to their land. They have a saying 'no lion stands alone', which is a code they live by and strive to uphold. Ruled by monarchy and council, they return to the Heartlands each year to share in the celebrations and politics of Erdreja. The Lions once lived in the lands of Albion but after a war with the Harts they were forced into exile. The Lions can now be found in the magical realm of Avalon, and remain connected to the Heartlands by ritual and transport circles.

The Tarantulas:
The Tarantulas faction consists of dark elves, other beings, some unliving and various other creatures that dwell beneath the surface of Erdreja. Their tunnels and vast caverns are known collectively as the Underdark. Predominantly a matriarchal society, all Tarantulas have the same fundamental beliefs; a unique culture and law system that is vehemently enforced. Dark elves are the main race within the faction although most other races are welcome. When on the surface, the Tarantulas tend to band together and look after one another, saving their group quarrels and city disputes for their return below ground. Each group whether its members are dark elves or otherwise, represents the most powerful within their own city within the Underdark.

The Unicorns:
With a proud tradition of fair and honest trade, the members of the Unicorns faction pride themselves on their reputation for making deals. Its people are bound together by mutual appreciation of profit. As a loose affiliation of trading merchants, they have a tendency to attract individuals and wanderers to their lands. The faction holds the island of Mauritania and has governance of the main trade points of Rockholme that borders Albion, Cymrja and Caledonia.

THE VIPERS:
THE VIPERS ARE A DARK AND GOTHIC FACTION, POWERFUL IN MAGIC. THEIR LANDS ARE HOME TO A HUNDRED MIXED RACES BLENDED BY THE WILL OF THE DARK LORD. BESET BY ENEMIES ON EVERY FRONT, THEY STAND BLOODIED BUT NOT UNBOWED BENEATH THE WEIGHT OF WAR. THERE ARE NO SHINY HEROES HERE, BUT A MYRIAD OF PEOPLES ACTING ACCORDING TO THEIR OWN WILL OR BY THE DICTATES OF THEIR LEADERS. THEIRS IS A LAND WHERE POWER COMES TO THOSE WHO WORK FOR IT AND NOT TO THOSE BORNE NOBLE. THE VAST WILDERNESSES OF TEUTONIA HAVE ALLOWED MANY TO CLAIM THEIR OWN SPACE WITHIN THE CITIES IN WHICH THEY HAVE CARVED OUT A HOME.

The Wolves:
The wolves' domain extends across the frozen north of Erdreja, encompassing mainland Norsca north of Teutonia and the Orkneyjar Isles of Caledonia. Many among the Wolves follow the old Viking ways, especially those from the islands, but there is a strong cosmopolitan feel to the faction, with many disparate and differing cultures. The Wolves live up to their namesake in more ways than one. They fight and react as a pack and they are always dangerous if cornered. Give a Wolf room and he will be charming, urbane and almost tame. Push him and he'll take your throat. The Wolves tend to be a more-or-less lawful faction with an eye to pragmatism. Unliving particularly are not tolerated within the Wolves.
















ALL THE GUILDS

Anyone in any faction can join a guild. - As the peoples of the Heartlands grew to trust the agreement of the Gathering Treaty, the nations began to trade with one another. As a result, the differing merchants and traders pooled their knowledge and skills to form the Guilds.

Each guild specialised in a different art of profession, and undertakes to train its members in an area of expertise. Each also maintains a library where the knowledge of their guild is held. The Bards guild has a small section of the Great Library of Norhault and all other guilds maintain private libraries.

The Alchemists
The Alchemists provide training in the lore of alchemy to those who are willing, able and suited to it. Alchemy is a science and at the highest levels of its practice can be combined with magic, though this is knowledge granted to only a few.

Apart from being craftsman and traders, alchemists work to increase their knowledge of the craft, so that they may safeguard the art of creating potions (and the environment from which they take their ingredients) from destruction. Not only do they seek to preserve the ancient art of alchemy so that its mysteries live on, they also seek to prevent those who would misuse the knowledge of alchemy from doing so. Contrary to popular belief most alchemists do not create magical potions, that skill is left to a select few masters of the craft. Most of the potions that the guild sells work their effects by virtue of natural, non-magical ingredients.

The Archers
Newly created during the Gathering of Nations 2000. They represent users of Bow, Crossbow and seige weaponry and are also responsible for training others int their use. The

The Armourers
Forgers of armour, weapons and makers of great machines of war, the Armourers are also renowned for the great skill and finery of their work. It is the Armourers guild that equips and supplies the fighting forces of the Heartlands. Only they hold the secrets of manufacturing rare weapons and armour.

The Armourers also help to run combat tournaments for the people of each faction at the Gathering. The Armourers guild shares the responsibility for providing much of the warrior training across the known lands with the Militia. The Armourers have recently opened their doors to include archers from all of the Heartlands.

The Bank
Custodians of Erdreja's finances, the Bank holds the accounts of factions, guilds, groups and individuals. Membership of this guild is not open to just anyone. The Bankers of Erdreja are chosen by a shareholder committee who refuse to disclose their identities. The bank of Erdreja is responsible for the supply of the official coinage of the land and also handles exchanges of old or foreign coins. An exchange rate for old coins has been established and will be posted at each of its branches by the bank.

The Bards
The Bards guild combines the skills of those with an interest in music, storytelling, knowledge, entertainment, history, geography and other such things into one guild. The members of the guild seek to acquire and record knowledge either in the written form or in the tradition of storytelling or song.

The scholarly membership of the guild is responsible for the day to day administration of the Great Library in Norhault. Research can be undertaken on behalf of both guild members and non-guild members alike. Similarly, copies of documentation are always gratefully received for storage in the library for posterity.

The Bards guild is renowned for the calibre of the musicians, storytellers and entertainers that make up a substantial proportion of its membership. They are available to entertain throughout the year.

The Healers
The Healers guild is dedicated to the preservation of life. Led by a Grand Master, who has drunk from the Source of Life itself, and assisted by the Life Masters, the Healers gain their membership from all professions and nations of the Heartlands who possess the skills of the healer or the physician.

Those who join the guild start with the rank of Probationer, and can rise through the ranks of Attendant, Guardian, Lifekeeper, and finally Guild Warden. where they will take on a lot of the responsibility for the day to day management of the guild. The Healers are renowned for their ability to heal almost any wound or affliction and their willingness to rush into great danger to heal the fallen.

Almost every civilised Person or creature respects the Healers and few indeed are those that will harm one. As one progresses through the rank of the guild, training is available that enhances one's ability to heal and preserve life. The guild sells healing potions and salves, and other items to aid in the preservation of life.

The Incantors
Representatives of the faithful of Erdreja, the Incantors are dedicated to the reverence of the Ancestors of Erdreja. The guild gains its membership from all faiths, be they good or evil, lawful or chaotic. The Incantors are dedicated to the preservation of faith, rather than the promotion of any one Ancestor or ideal.

The guild also stands as a balance to the presence of unliving in Erdreja. For this reason the guild attracts no small number of warriors of faith to stand against these enemies.

The Mages Guild
With a deep commitment to neutrality, the members of the Mages guild have long been the trustees of all ritual and transport circles. Custodians of the four Tomes of Magic, the Mages are the foremost authority on magical matters. The guild is controlled by a High Council of Master Mages you are administrators of the guild until the return of the Grand Master Mage, Floris Brand.

Through service and dedicated study, members learn new skills that extend their understanding of magic and enhance their arcane abilities. The guild also has the use of a unit of soldiers, the Guild Guard, who strive to protect the guild and its members and stand ever vigilant as the first line of defence at the dangerous Void Portals.

The Militia
The Militia are enforcers of the laws of the Gathering Treaty and the advocates of justice. The Militia acts to regulate events such as the Gathering and Moots, where many factions meet, as agreed by the hosting faction and other factions in attendance. With differing laws covering the many kingdoms, the job of a Militia guard is never easy.
The Militia and Armourers guilds share the responsibility for providing much of the warrior training across the known lands.

The Scouts
The Scouts guild has guildhalls and members across the known world. Only those who are high ranked in the guild know just how many members they have or where they travel. Most of the guildhalls are hidden from non-members; those who seek to investigate this guild are often 'discouraged' unless they seek entry to the guild. The scouts are always interested in obtaining information on and knowledge of the lands and peoples of Erdreja. This is achieved through a network of guild members who report back to the Grandmaster Scout.

JOIN THE BAKURA NOW - all are welcome! Do you have any comments or questions on our group? Or would you like to become a member of the Bakura? Please get in touch! Just click this address to send us an email:

Waters_1981@hotmail.com