clans cabals houses army armies

The forces of Krynn are formed in a mix of belief, desire and necessity. Each army of Krynn has its own set of strict philosophies which dictate how it perceives and acts on those around it. [WARDER]: The Warders of the Forests. Warders are those who wish to protect and nurture the forests against the ever growing invasion of civilization and evil. Druids and rangers are the preferred members of Warders, but other classes (except thieves), are accepted. Only neutral ones are allowed to become protectors of nature. [TOWER]: The High Tower of Sorcery is controlled by the three robes of the magi. Those who belong to the Tower are magic-users who follow the strict alignment of their robe, and who dedicate their lives to magic and the search for knowledge. [SOLAMNIA]: The knights of Solamnia have dedicated their lives to upholding the goodness. They serve as examples of righteousness and honor. All knights of Solamnia are in full opposition to Takhisis and followers of an evil alignment. Only good aligns may join the Knights of Solamnia. [TAKHISIS]: The Army of Takhisis is destined to rule to world, or so they believe. They fight to further their Dark Queen's power in the world and will destroy any who oppose them. The mortal enemies of all Takhisis members are the knights of Solamnia, and they particularly despise elves not of the dark path. Lawful and neutral evil characters may join Takhisis. [HERETIC]: The Army of Heretics is dedicated to the eradication of all magic, and the purging of the heresy of clerics. Heretics use the Cataclysm as a base for their anger towards magic. They claim that the actions of mages and priests were the cause of the Cataclysm, and that any continued use of magic will lead to a New Cataclysm. Also as a result of the Cataclysm, Heretics have a dislike and distrust of the Gods themselves. Cursed for their reason, the Heretics can not use magic, but are able to withstand great hardships and fight with unrivalled skill. Only those who truly hate magic of all kinds may join the Heretics, and they must be non-good and non-lawful. [GUARDIAN]: Guardians of Justice are the servants of the law. It is their duty to guard over the laws of the greatest cities of Ansalon, Palanthas, Kalaman, New Thalos, Caergoth, and Naiadia. Only those who care for light and balance may join guardians of Justice. Applicants must be lawful to join and must fully understand the goals and laws of Guardianship. [COBAR]: The Cobar were the nomadic horse barbarians whom originally dwelt in the plains of the Empire of Ergoth. They were fearsome mounted warriors, expert trackers, and well versed in the arts of war. Also they were the greatest horsemen that Ansalon had ever seen. The Cobar was persecuted during the Age of Dreams by the overlords of Xak Tsaroth, and were then enslaved, and left as a broken people. Some of the Cobar bloodline has now banded together to attempt to reform their once great tribe. Only humans and, very unlikely, half-elves or half-kenders may try to join Cobar. The Tribe shall only accept fighters, rangers, outcast knights, and priests of neutral Gods, or of Mishakal, Majere, or Sargonnas. Those obeying any laws can not apply. PLEASE NOTE: Kenders will not be accepted into any clans. See help <clan> for more specific information on individual clans. (help 'takhisisclan' for help on Takhisis). [See also: 'help clanrules', 'help clanguards', 'help dedicate�]
clans cabals houses army armies - Help · Solace Mud