Epoch

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[We will be editing the Quadrums! To make the information more uniform and easier to read! If you have any questions feel free to message Kasa or Ansel, or seek us out in or Discord Chat (found at top of home page 'Chat' or click here) for any questions or concerns!]

Quadrum are the major groups and/or classes in the world of Epoch, each member within sharing a common goal. Some Quadrum have a very large amount of members, such as the Sedarian and Kelrusian quadrum. 


Update
09 July 2015.   Approved member creations have been added to the general races of Epoch!


Table of Contents:
(click to navigate)

Sedarian
Vargen
Kelrusian
Mannusian
Zetharian
Bratchen
Gnothusian
Humanarian
Golsarian
Scarlet Order [Limited]



Sedarian

This Quadrum goes back thousands of years, and its members focus on and foster the powers of nature and life. Their ranks are filled mostly of elves, some of which are emissaries to the the wild, woodland elves of Stoneshade Forest. There are some human druids in their ranks, as well as clerics of any god which reveres and represents light, nature or life itself.

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Vargen


A more recent Quadrum to appear perhaps as a response to the overbearing presence of Sedarians, these are the dealers of death and plague. They are the necromancers, the dark warlocks and evil shamans of the world. They tend towards human membership, and there are quite a few vampires in their ranks as well. This Quadrum is quite secretive, and they are intent on subjugating the world of Epoch under their total control either by force or by consent of the masses. Vargenian magic is typically necromancy and corruption. It is the antithesis of life and nature.

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Kelrusian

This Quadrum epitomizes the wizards, witches and sorcerers of the elements and of higher magics. Their pursuits are typically scholarly, and there's not one large city in the world of Epoch without one of their towering spires hovering over the city scape. Kelrusian magic is given to the living by their ancestors; typically the eldest living member of the family is the most powerful, and subsequent living generations receive smaller and smaller portions of the power bestowed by the deceased. The very youngest are thus logically the weakest possessing only minor skills in cantrips and magical knowledge. There are many families both influential and insignificant, but one of the most prominent is the Drogan line, of which Thurn Drogan is patriarch and rules the grand city of Kaiu in Belneese.

Each bloodline can be seen as a sect within the Kelrusian Quadrum, each with a slightly differentiating creed and goal set.

Some Kelrus have broken away from he group at large and prefer to conduct their own affairs without guidance or meddling from the various sects within this enormous quadrum.

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Mannusian

A Quadrum devoted to the physical and spiritual pursuits of enlightening the mind, and thus the body. They believe in purification of the senses with meditation, purification of the mind with martial arts and purification of the soma body with spiritual devotion. The Mannusians typically possess four basic areas of focus: physical (ki or chi, great physical strength, hearing, sight, etc), mental (such as speak/comprehend all languages), intuitive (psychic), and empathetic abilities. Mannusians are typically a-political and unlike the Sedarians or Kelrusians they do not entangle themselves in the affairs of the ruling class. However, they have a presence in nearly every large city, with their devotees chanting, practicing their martial arts or conducting ceremony in the streets to encourage charity to their organization.

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Zetharian

The Zetharian Quadrum is less of a Quadrum and more of a guild of assassins, rogues and smugglers who are part of the black market, wherever such laws create the necessity for such an underground. Whether it's a mark for a kill, getting hands on goods which are not permitted in the local, or information bartering, the Zetharians are typically where one needs to start to obtain such things.

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Bratchen

They are proud, these ever changing beings of the Bratchen Quadrum. It was established as a response to persecution and the tyranny of religions which have murdered and displaced them. In the north lands of Esuerwind they are strongest, allying themselves with the rangers of the North who regard them as sacred. Filling their ranks are oppressed changelings, lycans, werewolves and others who 'change their skins'.


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Gnothusian

The Gnothusian Quadrum hates all and wishes to destroy all so that they may bring their chaos to the world. Their magical talents vary as widely as their appearances, as their Quadrum rages with chaotic and destructive magic. They can include orcs, trolls, goblins, kobolds and the like.


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Humanarian
(User submitted by Elthina)

Those who follow the way of the Humarian lifestyle follow it in hopes of achieving charitable and humble lives. Living is dedicated entirely to having a wholesome life, and helping others less fortunate whether that be with a slice of bread or a sword of justice. It’s typical that religious figures and knights live by the Humarian quadrum, and is a highly common identification among Elanthian denizens. Seeing community houses built around the countryside is not a rare site, and it’s an ideal for farmers, taverns, keeps and temples to request the aid of the less fortunate in exchange for coin or food-- an ideal set in place to attempt keeping a strong work ethic, even among those suffering through painful times. Children and youth are always welcomed in a true Humarian’s residence.


“Feed the hungry, home the homeless, protect the helpless, serve for goodness.”

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Golsarian
(user submitted by Chyral)

This Quadrum is a fairly old one, which slowly came into being from already existing groups as the amount and size of societies in Epoch grew, going from small groups to actual kingdoms and nations. Wherever society is present certain other groups also show up, and the bigger and complex a society the bigger those groups become as well. In this case the groups that grew were the mercenaries, both those who worked alone and those who banded together into private bands of armed men, doing almost any job for the sake of coin. When kingdoms arise some people will rise to the top, some will stay at the bottom. Those at the top become rich, they become complacent, yet at the same time they would become greedier. They would want even more wealth, and get into conflict with the other nobility, struggling for resources and power within the kingdom. And when push comes to shove, it is easier to just pay an already existing armed force than to try and maintain your own army, or worse, pull one from the ground only when you need them.

And so mercenaries freely take advantage of this special niche, where they wander about, doing the dirty work (or honest, on the rare occasion that somebody with money pays mercenaries to deal with that kind of thing) for the sake of coin, taking money from the rich, frightening and threatening the poor, and all around becoming as common an appearance throughout the lands of Epoch as those rich nobles and merchants that they are hired to work for. Of course, there is the little problem that the only difference between a group of mercenaries and a group of bandits is that bandits hide from the law, and that they aren't paid for what they do. People who decide to spent their time as soldiers while still being ethical tend to find other occupations than being a mercenary.

This fact was combined with another, the fact that mercenaries could quite often have difficulty finding clients, which would make them more likely to become actual bandits, or they might fight each other, either because of having intersecting interests or because they are the type of people who will pick a fight in a bar if they have nothing else to do. These two facts combined lead some of the bigger mercenary groups to discuss the issue, and then together with the kingdom of Elanthia created a way to both make things easier for the mercenaries and regulate them more easily, preventing trouble in general and making the profession of mercenary somewhat more decent and less like a paid thug.

The Golsarian Quadrum focuses on spreading information across the land, gathering jobs which can then be accepted by mercenaries, and making sure that all the mercenaries who want to be able to do honest work and feel like their profession is a good one have that opportunity while also being regulated. A Golsarian outpost can be found in nearly any settlement, although of course the size of the settlement also affects the size of the outpost: in villages you might find a building with a single small room, or even just a man hanging around in the tavern. In larger towns actual barracks are available, where mercenaries can stay for the night. In Vertlea itself, where the headquarters of the Golsarian Quadrum are found, there is a large and stately guild hall, where newcomers can receive actual training for their jobs as mercenaries. In all these places, however, the same purpose is present: wherever the Golsarion Quadrum is, any mercenary, or band of mercenary, can receive news from around the continent, and easily find potential clients looking for those who will work for nothing but solid coin. That way the business keeps flowing smoothly, making everybody happier.

Of course, there is also the regulating. Those who want to make use of the Galsurian Quadrum's advantages can not abandon any job they take on midway through, or the other mercenaries will treat them with disdain, and their chances of getting hired in the future drastically lower. If they are found doing work which they should never have accepted no matter the pay, betray their clients, or bring the integrity of the Quadrum into question, the results will be even more severe: depending on the circumstances, a mercenary (or group of mercenaries) could be forbidden of using the Golsarian outposts from that point on, or they can even be sentenced as criminals and bandits, fugitives from the law, in which case the Golsarian Quadrum itself will make sure that they will never cause trouble again.

Not that it is absolutely necessary to be a part of the Golsarian Quadrum if you want to become a mercenary. If you can make your way on your own without causing trouble the Golsarian Quadrum will leave you alone. However, they do encourage joining, because of all the advantages that it offers, and because it makes it easier to regulate all mercenaries. Clients will also be more inclined to hire mercenaries affiliated with the Quadrum, knowing that Golsarians keep an eye on each other to prevent one of them causing trouble.

The Golsarian outposts will share their available jobs with anybody who asks, although they won't show all jobs (for example, jobs which require a lot of confidentiality and trust will be kept for Golsarian mercenaries), and adventurers and freelance mercenaries can not use any of the other advantages that the Golsarian Quadrum offers, with as biggest example the training offered in the bigger cities.

The Golsarian outposts, wherever they are, are always manned by former mercenaries. Those who have their job in the smaller outposts don't have much to do besides receiving information, sending out information, and sharing jobs with those who ask for them. More can be found in bigger settlements, where there are more jobs to accept and information to exchange, and where they have the duty of keeping the mercenaries that come through town in check. In the biggest cities they also function as trainers of whatever fighting style and weapon that they themselves have chosen to use, although a mercenary who isn't capable of training others is unlikely to be stationed in a big outpost. The biggest outposts are also the places where all the information is gathered about the mercenaries themselves, and where if necessary the Quadrum will send orders regarding mercenaries who have broken the rules, including the hiring and sending of other mercenaries to act as either capturers or executors. Naturally the actual regulation requires a lot of paperwork, of which a large amount is handled by government officials.

The Golsarian Quadrum is for mercenaries (and to some extent adventurers) who want to do honest soldiering for honest coin, and will provide both training and a fairly steady income for those who join. However they also act as enforcers of mercenaries, ensuring that those who join the Quadrum do not act as bandits, thugs, oathbreakers or cowards. As big as an organization as it is, though, it started out and will always stay a Quadrum dedicated to those who want their sell their skill with a sword (or any other weapon) to the highest bidder.

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Scarlet Order

(User submitted by Jaren)

The Scarlet Order was originally created to help police and combat magic users throughout the realm of Elanthia. The local guards and constables simply could not handle magical issues and problems - this is where the Scarlet Order came into play. Eventually the Order grew into crack/shock troops to be used in battle. The Scarlet Knights are sometimes the vanguard, the first to be sent in to do battle. Aside from the King’s personal guard, they are considered to be the elite fighting force of Elanthia. They are an ancient order with many secrets, dating back to the founding of the Kingdom.

 
There are several major duties of the Scarlet Order, and tasks and assignments may vary. Knights may be called in to do direct battle, but that happens less frequently than not. More often than not, they are used as fine instruments for the Kingdom. This may include protecting very important people, escorting and hunting down major threats, and patrolling certain areas, or to gather intelligence. Like anyone else, these knights have downtime and will occasionally be seen off-duty. The knights are known for their red scarlet cloaks. However, the knights will take off their cloaks when going undercover, or when they do not want other people to instantly recognize who they are.
 
The Order is not infallible and more and more rumors abound of political corruption within the Order. 
 
The Order is split into 2 subsects; Knights and Inquisitors.
 
Knights are the military arm of the Order. They are trained in all areas of martial combat. They are also trained in dispel magic (anti-magic) that is capable of reducing or stopping magic. They follow a code of Honor and recite an oath of knighthood before being initiated. They are the public face of the Order. In public, they wear their signature scarlet cloaks and are instantly recognizable.
 
Inquisitors are a smaller sect of the Order, who are specifically interested in magic users and magic users only. Inquisitors are very powerful magic users themselves. Interrogation is a common tactic among inquisitors, and most of them are known to be particularly ruthless in their tactics. They are not a public part of the Order, and work mostly undercover and in secret.
 
The leader of the Order is the Supreme Scarlet Commander. The Supreme Scarlet Commander reports directly to the Lord Regent General of Elanthia.
 
The rankings are as follows. A page is an initiate into the order. Rankings may be spoken with the prefix “Knight”, such as Knight-Captain, its just syntax.
 
Initiates (Pages) may be found among the general population, or directly go to the Order to be recruited. It generally takes 3-4 years of training before a Page is ready to become a Squire, and another 4 years for the Squire to become a Knight. The minimum age to become a Squire is usually 15.  Usually at around 18 years of age, the Squire becomes a 1st Level Knight and will progress depending upon his feats of valor.

 
 
Rankings:
 
Page > Squire > 1st Level Knight > 2nd Knight > 3rd Knight > Sergeant > Lieutenant > Captain > General > Commander > Supreme Scarlet Commander
 
[NOTICE: Due to the nature of this particular Quadrum, no player may exceed the ranking of Captain until otherwise stated by either staff OR the Quandrum creator, who is currently inactive.  Players in violation will be asked to make adjustments.]



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Updated. Wink
Thank you to all the members who have contributed to the evolving lore of Epoch!

Keep in mind, that the quadrums will be updated as we receive more approved material. Check back weekly!