Organizations

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Wherever people gather, they form bonds of purpose, be they guilds of craftsmen, orders of knights, secret societies, or sprawling merchant houses. Such organizations shape the politics, economies, and cultures of Eseron as much as kings or empires do. Some exist to preserve knowledge, others to amass wealth, and a few to pursue causes both noble and sinister. By their banners, oaths, and shared ideals, organizations endure beyond the lives of their members, leaving lasting marks upon history.


Classification

To better understand the many groups that shape the course of Eseron’s history, scholars and chroniclers have divided organizations into distinct categories. Some exist to safeguard trade and craft, others to sell their blades to the highest bidder, while a few endure as pillars of knowledge or faith. This system allows one to recognise not only the purpose of an organization, but also the influence it may wield over the lives of common folk and nobles alike.


Guilds

Guilds are alliances of craftsmen, artisans, and merchants who band together to protect their trades and ensure prosperity. They regulate apprenticeships, uphold standards of quality, and often dictate prices within their domains. In cities, guilds wield considerable political influence, acting as both protectors of their members and gatekeepers of opportunity.

Guilds
To be announced!



Mercenary Groups

Mercenary groups, called free companies within the Kingdom of Reinar, are bands of warriors bound not by loyalty to crown or creed, but by contract and coin. Their ranks range from ragged sellswords to highly disciplined companies renowned across Eseron. Some serve with honour, others with ruthless efficiency, but all exist to profit from conflict and strife. Their shifting allegiances make them both valuable allies and dangerous foes.

Mercenary Groups
To be announced!



Institutions

Institutions are enduring bodies of governance, learning, or order that stand apart from fleeting rulers. They include councils, academies, libraries, and bureaucracies that preserve knowledge and enforce stability across generations. Their power lies in tradition and structure, often making them pillars of civilisation, though critics may view them as rigid or corrupt.

Institutions
To be announced!



Sects

Sects are communities bound by shared faith, doctrine, or spiritual devotion. They range from small circles of mystics worshipping forgotten spirits to grand temples commanding vast followings. Sects provide guidance, solace, and moral order, yet they may also wield fear or fanaticism. Their influence often reaches beyond worship, shaping the culture and politics of entire regions.

Sects
To be announced!