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Pelithine Organizations

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Template:Breadcrumbs Pelithos > Organizations


Mortal Organizations

Divine Cults

Titan Cults

Strange Cults

Demonic Cults

Imitheoi Cults

  • The Hekaton
    • the involuntary cult of the Spear. The bearer doesn't seem to be able to change the rules or reassign power. Small herald-level foci distribute themselves to warriors (often presenting as a prize in a martial contest or a prize to be won through battle, adventure, or valor). Slaying a focus-bearer lets one claim it, so people Highlander their way toward gathering lots of focus-power. They eventually work their way toward defeating the Spear-bearer and becoming an Imitheos. If the Spear-bearer slays them, the focus power scatters back out into the world, finding new hosts.
  • Maenads
    • losers of the drinking contest to claim the Amphora become maenads, joining the Amphora's throng. quasi-undead?
  • The Votaniko
  • The Achridanoi
  • Keywardens
  • School of the Sun (da vinci)
  • The Sacred Suns
  • The Dikastes
  • Cult of the Three-Horned Goat
  • The Lyceum Stratigikis / The Strategon
  • Cult of the Rose
  • The Harvest
  • The Sisterhood of the Crossroads
  • The Vipers
  • Lords of Plenty
  • The Toxotes
  • Lyceum of Epolosus
  • The Masked Rebellion / The Cast Die

Acrolonian

  • The Stoics (monks)
  • The Mastigos
  • Corsairs of Nighthold
  • Manus Amantis

Fury Cults

  • Sisters of Stone
  • Windfury Shrikes
  • Horns of Winter
  • The Brood
  • Fathomless
  • Trees of Woe
  • Blood Tide
  • Deadwater Adepts

Strange Cults

  • The Unyielding Seven
  • Cult of the Dreamer
  • Threefold Coven
  • House of Rush-Lights
  • The Seven Fingers (fingersmith thieves' guild)


Organizations

Wreath (Sacred Suns, Symmachia Velos, ???) Edicts (Alethia, Dikastes) Key (Keywardens, glacial city) Trident (Boreal Pirate Kingdom, ???) Net (Imbrassus' messengers) Beacon (???) Loom (Tapiseri) Sickle (The Harvest) Cornucopia (Votanicos) Oboloi (Achridani, Ferrymen) Jewel (The Collectors?) Pyxis (???) Aegis (Pyrgos, machitechnes / The Hekaton) Caduceus (Epolosus) Owl (Pyrgos, School of Strategy (Strategoi), Society of Paizon?) Spear (machitechnes / The Hekaton) Helm (Thundering Horde, Mastigos) Viper (Vipers) Bow & Quiver (???) Horn (Brotherhood of the Hunt, savage tribes) Mirror (Cult of the Rose) Amphora (Cult of the Vine?) Mask (Cult of the Mask? The Troupe? The Chorus?) White Tree (<dreamers>/supplicants) Eye / Wand / Shroud (Cult of the Three)

Dogs of Winter Windfuries Sisters of Stone dactyloi cults Saltbound (kampoi, but also evil seafarers, salt witches) death life

Hegemony Big Isle demoncults

Lamia

Hags Maenad tribes Vathys Court of Repose / tritons

Stoics


The Stoics / Order of One

Dikastes

During the Syntrivian Age, an early bearer of the Edicts founded a cult called the Dikastes, dedicated to justice. Each member (dikastis) was a sort of detective/bounty-hunter paladin. They held themselves to divine, rather than mortal, law, which has not always made them popular with rulers and governments, but they are generally well-liked by the common people and famed in song and story. Their attutudes toward mercy and punishment vary from individual to individual. Their organization is secret, with numerous hidden places which they can use to meet, train, and hold trials of captive criminals (most of which are also temenoi of the Edicts). They have secretive backers among the rich and poor, who provide funding, shelter, aid, and news; these relationships often run back through families for centuries, a sacred duty they quietly adhere to. The Dikastes and their allies use a system of codes for communication in writing and through discrete marks left in the environment. New members must make offerings and swear to the Edicts to support the Dikastes and their mission. To become a full member, they must repeat their oath before the imitheos of the Edicts (often a dikastis himself), an occasion of celebration and ceremony. All dikastes know how to perform lesser magic of their domain, and there are a limited number of full-fledged heraldic foci (often weapons or armor) that were forged in the past and circulate among members of the society. During the war, they moved their headquarters into the city of Pyrgos and forged close ties with the Aegis and her followers.

Working in close quarters with the Dikastes during the war, many of their members have adopted the Aegis as a second patron, alongside the Edicts. These dikastes lean more toward the defense of the people, rather than bringing criminals to justice, but the two are hardly incompatible. The Dikastes also trained in the machitechnes of the Aegis.

Keywardens The Key has a small cult. These are heroes and their proteges who have made great enough offerings to become significantly attuned to the Key. They Key is then able to imbue them with power, allowing them to practice primal magic.

Sacred Suns - group of empowered servants of Bardelys, with the heraldic foci he made with Lucidus - visiting allied Lucidan paladins

The Lyceum Stratigikis / The Strategon

Messengers of Imbrasus

The Ferrymen Varkares ("ferrymen") - most are Thanatoi (Death Angels) - A group of dead hero souls also serve the imitheos among the ferrymen. Each varkaris was a hero, placed under the authority of the Net by the bearer of the Oboloi. They travel the rivers of the Underworld, bearing information and keeping the ways clear of lost souls, obyrith, and other threats. They also patrol the paths between the worlds of the living and the dead, even walking under the sky and openly among mortals as needed.

The Achridanoi Achridana, the prior Oboloi, who raised the Great Crypt of Taphos and was destroyed by the Acrolonians, had a cult of servants. When she worked with Nexia to develop reincarnation, she was able to create a number of "open" heraldic foci (just as the Wreath was able to make the Sacred Suns later with Lucidus). She gave these to her servants, gaining a cadre of heralds. Since their master's death, they have gone underground (perhaps literally). No one is sure if they have found service with the new bearer or dispersed to follow their own ends. Many have sought them and their lore, since they know secrets of Taphos that would be priceless to any would-be tomb robber. - some want to find the new Oboloi. some want to make sure one of them is the new oboloi - some want to promote or stabilize the asphodel and rule a kingdom on the surface, some want to reverse it

Vespers - ancient Evening Court spy/assassin organization; has lived on?

The Harvest The Sickle's cultists are the assassins, spies, and secret police of the Loom's kingdom. They are all highly attuned to the Sickle; many members are those who slew their own kin when they turned against the kingdom, and so made powerful offerings to the Sickle. The Sickle has begun teaching shadow magic to her followers, a fact kept hidden from the Loom and the kingdom at large.

The Botanica / Votanika / Votaniko - cleave of botanists, begun from scholars of epolosia following the pilgrimage of the Cornucopia, learning and studying the alchemy of life, founded major bio/medical arete. - the orbs used by the Votaniko are actually the pits or seeds of magical fruit grow from the Cornucopia's pilgrimages and found by the Votaniko. They don't resember normal seeds, but are crystal, stone, or even metallic, although still organic looking.

The Blood of the Goat - cult of Gida, the satyr lich and ex-Trident. Many non-arcadian satyrs, but scum from other races too. - sometimes ally with the Witch's Cult. - they know the secret location of Gida's Tomb and have vile relics of his power.

The Crossroads (Stavrodromi) or the Sisterhood of the Crossroads - cult of the Witch - renamed from the Cult of the Three (it was too close to Threefold Coven and Court of Three) - named for their traditional meeting places, especially in early days. - sometimes also called the Kremala ("gallows") and the Kremasmenoi ("hanged men"), after the fact that gallows were often at crossroads.

The magic studied by the Witch and her followers embraces all the worst that Acrolon provided including the powers of the Void, Shadow, and demonology. The Witch knows secret paths into the Underworld. She has made herself a patron of the undead and those who wish to escape the usual path of death and rebirth, trading the blood of the living for the service of the dead. - some acrolonian night heralds fleeing the occupation have entered the service of the Three, chiefly the Eye

Cult of the Dreamer / Empire of Dreams The Dreamer's cult on land is not large, but they are known for their magical power. Because the Dreamer is also a vestige, he can bestow strange magic upon initiates to his inner mysteries.

The Court of Repose The Dreamer is the lord of the Silver Court of the tritons (no longer true). There is frequent traffic between these fey and the landed cult. Dreamers may see them in their sleep, which is taken as a sign that that the Dreamer is watching over one. - focus on the disposition of things (far away, tangled, etc). very interested in topology, travel; wanderlust. topology: tangled paths, finding ways, routes, connecting things, crossing borders and barriers

The Vathys - regret suffuses them; they vent their regret on the world, and seek to make the world regret (either by doing malicious things, or by tempting people into things they will regret) - longing: they clutch at things, seeking to reclaim what they have given up - shadow and darkness themes - fear/terror, they spread it, inspire fear of them, but are also consumed by fear of their own security/status

The Cult of the Mask The Cult of the Unseen is one of the two great thieves guilds in Pelithos, at turns rival and ally to the Amphora's Cult of the Vine. The Cult of the Unseen includes many con-men, frauds, deceivers, but also many outright thieves. They also keep among them a cadre of wizards, students of arcane magic . These magicians are a great aid to the Mantled's power and goals, but must avoid running afoul of the fearful populace and the jealous wizards of the Witch's cult. They hold the arts of the making clever magical devices and tools (forge foci) and of stealthy combat (weapon/style foci); combined with their training in stealth and disguise, they are Pelithosan ninjas. They eschew the darker Acrolonian Lore embraced by the Witch. - some supplicants to the Fingersmith among them?

The Cult of the Vine The Cult of the Vine is one of the two great thieves guilds in Pelithos, at turns rival and ally to the Mask's Cult of the Unseen. The Cult of the Vine tends to focus on smuggling, gambling, and purveying vices, but includes many outright thieves. They also keep among them a cadre of wizards, students of arcane magic . These magicians are a great aid to the Mantled's power and goals, but must avoid running afoul of the fearful populace and the jealous wizards of the Witch's cult. They hold the arts of alchemy (orb foci) and scrying (tome foci). They eschew the darker Acrolonian Lore embraced by the Witch.

The Cult of the Rose / The Rose / Trianta The Cult of the Rose is a secret society of hetairae and auletrides, high-class courtesans of both genders, across Pelithos. The auletrides are musicians, dancers, and prostitutes, extremely popular among both the common people and the elite. The hetairae are the highest of the high, acclaimed for both their erotic skills and their knowledge, culture, and discourse. The cult is a loose web of cliques in major cities which share news, provide mutual aid, and help their members secure places of wealth and influence. The boundaries of the cult are fluid; it is not a unified force, and has even been known to politick against itself.

The Brotherhood of the Hunt The imitheos also allows those hunting ritually under her aegis (and thus giving her pneuma) to enter and test their mettle against wild and beast. These hunters often congregate in cities around the rim of the Wild, for the imitheos permits those who have earned the right through hunting to lead others, and so they hire out to caravan masters seeking to travel the shorter route between the coast and interior. The hunters regard themselves as a society, the Brotherhood of the Hunt, founded on both rivalry and mutual aid.

The Cult of the Bow The Bow and Quiver has always enjoyed a great deal of favor among the people. Athletes are celebrated in their communities, and games are common in most fairs and festival days. A number of incarnations of the Cult of the Bow and Quiver has existed over the centuries. Those who are able to reach high levels of attunement, a feat which can only be attained by besting one's peers in the athletic aristocracy, gain a measure of longevity and prolonged youth. And if one can best the bearer, one gains true immortality.

The Vipers The Brand has no long-term cults, they tend to be executed for treason, achieve their objectives, or self-destruct before too long. But while there are no long-term cults, there are always cults. The Brand is called upon by every conspiracy, from revolutionaries to cabals of lords. The current imitheos has a far-reaching cabal in the Wreath's alliance of city-states. It is made up of assassins and collaborators from all walks of life, eager to seize power for themselves. From time to time they try to betray him or turn his efforts to their own ends, and he has to destroy or expose them, but his plot carries on. Vipers as a meta-conspiracy that aids other conspiracies in order to gain a foothold among them?

he has a cult of assassins and conspirators, far reaching, collaborators among the ministers of many nations; they sometimes try to backstab him or turn his efforts to their own ends (more than he's willing to let them), and he destroys them

The Mastigia ("the whips") or The Mastigos ("the whip") A cult of slavers founded by the Helm back during the Shattered Age. They are an alliance of several slaver-princes who sell their merchandise and rent their mercenary thralls to the service of nations. They are reviled in many parts of the world, but are wealthy and powerful enough to exist in the open. Their depredations are kept quiet where slavery is illegal. Their factors often follow in the wake of armies, buying up prisoners of war and captives from conquered lands. - some acrolonian night heralds fleeing the occupation have entered the service of the Mastigos

The Thundering Horde - acrolonian night heralds fleeing the Hegemony have entered the service of the the Helm - night-warped beings of many fey races (drow, dark oreads, dark satyr, etc) - nyxian centaurs

Corsairs of Nighthold - renegade night heralds and acrolonian soldiers who left the occupation to become pirates - they found the isle of Nighthold far out in the world-sea and took it for their home base. - (the N most powerful heralds each rule a fleet of the Corsairs, and hold a common council) and prey upon the coasts of all realms. - Other pirates may come and use their isle as well, fencing, repairing, provisioning, etc, turning it into a pirate hub and slave market. Ties to the Pirate Isles. - the isle is made up of realm-ejecta from the Fall and has some mysterious secrets embedded in it

The Lords of Plenty - a merchant combine founded around operations in the fairs and festivals following the Cornucopia. They held Amintah as their patron, giving to her causes. They helped found a number of the cities of the Symmachia Velos. Their ties weakened when Amintah passed. Bardelys was one of them, and they anchored around him as he build the Symmachia. Since the end of the war, there are many factions (not all so benevolent) proposing different directions, and perhaps the venerable combine will finally break.

Sisters of Stone

Dogs of Winter

Windfuries

Saltbound

Wolves of the Moon - cult of the Horn - some acrolonian night heralds fleeing the occupation have entered the service of the Horn? not too many, the Eye and Helm were preferable employers.

Merchants of the Coin - merchant venturers from the Isles of Splendor - some of the Ember Knights with them

The Hekaton

The Toxotes (the archers) - former bow's guild of spies and assassins for hire, highly active in Katerga and Altheian front area

lamia merc company - addicted to Lamia's Kiss and enthralled by them - they feed on their when they need to troops, making them great??? average lifespan is 10 years - during the war it was a suicide squad, but respected, now the members are brought in young and foolish and then addicted, works for the highest bidder.

the sickle Broods - undead (ghoul and/or vamp) created by the child Sickle, dwelling in the undercities of many places. - Achridana called on them to serve her or she's send the Ferrymen to deal with them; some accepted, some refused, igniting a civil war among them. It paused during the Invasion, but has rekindled, pushed by death Archons, Ferrymen, and the Achridanoi.

"Da Vinci's" School - artistic arête founded by "Da Vinci", the Wreath

The School of the Twins - machitechni founded by the Twins (Oboloi), death-based powers, undead-slaying; take an oath to aid the Ferrymen

Cult of the Three-Horned Goat - cult of the satyr storm-lich Gida, former Trident

The Lyceum of Epolosus - founded and guided by several Caduceus's over the centuries (Arios, Ahhumuin, Fall-era guy who made the elixirs, even Erdoxos was a member)

The Masked Rebellion, The Casters of Dice - the rebels who follow Mazares, the Mask, seeking to overthrown Thalestris

Sisters of Stone

Saltbound

Windfuries


machitechni schools (syllogos, syllogoi = dojo, school names are often "syllogos x", e.g. "syllogos dýo potámia", the society of two rivers) Jewel's caravans and tithe farmers


Cult of the Vine particularly active in Fate kingdom, fate-hacking chance rebels, they gamble away aspects of themselves and their fates, breaking out of the Loom's control and blinding her to their actions


Threefold Coven, proto Court of Three (summer servitor, The Nacean, Molydean demon (obyrith), dealings with the Threefold Coven in the Gilded Age, in their Strange dabbling) Wind That Destroys cult in golden wastes House of Rush-Lights Maenads (pre-crazy) Empire of Dreams / Dreamhunters (Dreameaters?) The Seven Fingers (fingersmith thieves guilds) - proto Court of Repose among neriads? - other proto-Court covens?

Titancults Sisters of Stone Deadwater Adepts Fathomless Blood Tide Trees of Woe Azer Shrikes? Windfuries Horns of Winter

Erishdulkur ("Queen Below the Mountain") - leader of the Sisters of Stone - Erishhurrum? (Queen of the caves)

Bloody Tide, or Blood Tide - more aggressive kampoi cultThe Fathomless - more mystic kampoi cult or maybe the Fathomless are the furytouched kampoi breed?

The Manus Amantis ("Hands of the Lover"): summer-heralds of Lascivia were sent to support the Acrolonian Invasion.  In the west, they continue to support the Hegemony.  In the east, those that survived the coup fled into the wilds of Antolikos.




The Unyielding Seven

School of the Sun (da vinci)

The Sacred Suns

The Dikastes

Keywardens

Cult of the Three-Horned Goat

The Achridanoi

The Lyceum Stratigikis / The Strategon

Cult of the Rose

The Harvest

The Votaniko

The Sisterhood of the Crossroads

Cult of the Dreamer

The Vipers

The Mastigos

Corsairs of Nighthold

Lords of Plenty

The Brood

The Hekaton

The Toxotes

Lyceum of Epolosus

The Masked Rebellion / The Cast Die

Sisters of Stone

Trees of Woe

Horns of Winter

Windfuries

Fathomless

Blood Tide

Deadwater Adepts

The Seven Fingers

The Stoics

The Sacred Suns During the creation of the new Sun, working alongside Lucidus, Bardelys (the Wreath) was able to craft several golden sun amulets. The bearers of these amulets are able to channel the power of the sun like priests of the gods of Acrolon or Vashad. There are only a handful, and no means of making more. They were given to his trusted allies, dubbed the Sacred Suns, but a few have slipped away from them over the last century.

The Dikastes During the Syntrivian Age, King Damastor of Aletheia founded a cult called the Dikastes, dedicated to justice. Each member (dikastis) was a sort of detective/bounty-hunter paladin. They held themselves to the divine law of the Edicts, rather than mortal law (although in Old Aletheia the two were synonymous). This has not always made them popular with rulers and governments, but they are generally well-liked by the common people and famed in song and story. Their attitudes toward mercy and punishment vary from individual to individual. The modern Dikastes are a secret society, with numerous hidden places which they can use to meet, train, and hold trials of captive criminals (most of which are also temenoi of the Edicts). They have secretive backers among the rich and poor, who provide funding, shelter, aid, and news; these relationships often run back through families for centuries, a sacred duty they quietly adhere to. The Dikastes and their allies use a system of codes for communication in writing and through discrete marks left in the environment. New members must make offerings and swear to the Edicts to support the Dikastes and their mission. To become a full member, they must repeat their oath before the imitheos of the Edicts (often been a dikastis himself), an occasion of celebration and ceremony. The dikastes are invariably highly attuned to the Edicts, giving them a supernatural intuition for hunting criminals and wrongdoers. During the war, they moved their headquarters Pyrgos and forged close ties with the Aegis and her followers. They have incorporating the arcane arts of armor and weapons into their repertoire, and placed a greater emphasis on protecting the people, as well as seeing justice done.

The Vaultwards The Vaultwards are the cult of the Key, dedicated to keeping the titans imprisoned and the civilized lands of Pelithos safe from their cults and savage spawn. Those who succeed gradually build attunement to the Key, and the Key is able to infuse them with energy channeled from the Vaults, letting them perform primal magic. A Vaultwarden usually takes on acolytes, sometimes even an entire band of warriors, to assist him, and in doing so they build up their own attunement.

The Winds of Doschae The current Net, Imbrasus, has created a service of trustworthy couriers who bear messages, cargo, and news across Pelithos. The hub of their operation is in the Symmachian city of Doschae, in the Net's palatial villa. In their employ are also a number of explorers and mapmakers. Many influential people on both continents pay well to receive the latest news gathered by the Winds, and they have also been known to pass along information to causes the Net supports. The patrons of the Winds of Doschae also receive discrete courier services, through which all manner of diplomatic, military, scholarly and even criminal secrets flow.

The Varkares The Varkares ("Ferrymen"), as the dead souls of heros, placed under the authority of the Net by the Oboloi. They travel the Underworld, bearing information and keeping the ways clear of renegade souls, obyrith, and other threats. They also patrol the paths between the worlds of the living and the dead, even walking under the sky and openly among mortals as needed.

secret service of Tapiseri

shadow assassins?

The Votaniko

a loose network of allied botanists and scholars, combine caducean lore with the power of the cornucopia; herbal alchemic healers and potion makers. They follow the Cornucopia on her pilgrimages, harvesting the magical plants that grow in her wake, then fanning out to bring them to the continent

The Achridani

old Oboloi walking-attuned cult

some promoting the Asphodel, some not

Tithe-Bringers

Jewel's caravans and tithe farmers

The Pyrgeum The Owl runs an academy of military science in Pyrgos, attracting students from all over Pelithos. The school is well paid to accept the children of nobles and military officers, but the Owl extends scholarships to promising students and those who will return to protect their communities. Graduates are held in high esteem and easily find places in armies and mercenary companies across the continent. An annual festival and series of war games is held in the ten day span beginning with Telosia (the summer solstice) and ending with the anniversary of the breaking of the Arcolonian siege of Pyrgos. New students are inducted and new graduates are honored and proclaimed.

The Hekaton Many schools of machitechni (arecane weapon and armor magic) exist across Pelithos. The term "syllogos" describes both their places of meeting and training (rather like "dojo"), and the organizations themselves. The sum of all the syllogoi is called the Hekaton, the hundred-fold paths of the warrior, and also refers to the warrior's lifestyle: the glory, the far-roaming, the duels and tournaments, and the likelihood of a violent death. In art, the Hekaton is often depicted as a hermaphroditic figure, a union of the Sentinel and Reaver, who embraces warriors like a lover and just as often feeds on their flesh.

The Mastigia The Mastigia ("The Whips") is a cult of slavers founded by the Helm back during the Shattered Age. They are an alliance of several slaver-princes who sell their merchandise and rent their mercenary thralls to the service of nations. They are reviled in many parts of the land, but are wealthy and powerful enough to exist in the open. Their depredations are kept quiet where slavery is illegal. Their factors often follow in the wake of armies, buying up prisoners of war and captives from conquered lands.

The Thundering Horde

The current bearer of the Helm is a savage centaur who is carving out a new kingdom from the western lands once controlled by Acrolon. His legions are vast, and his nomadic court is filled with treasures, but his sprawling lands are chaotic and full of other opportunistic raiders and conquerors.

brand's conspiracies

The current imitheos has a far-reaching cabal in the Wreath's alliance of city-states. It is made up of assassins and collaborators from all walks of life, eager to seize power for themselves. From time to time they try to betray him or turn his efforts to their own ends, and he has to destroy or expose them, but his plot carries on.

bow's society of athletes

A number of incarnations of the Cult of the Bow and Quiver has existed over the centuries. Those who are able to reach high levels of attunement, a feat which can only be attained by besting one's peers in the athletic aristocracy, gain a measure of longevity and prolonged youth. And if one can best the bearer, one gains true immortality.

Brotherhood of the Hunt

The imitheos also allows those hunting ritually under her aegis (and thus giving her pneuma) to enter and test their mettle against wild and beast. These hunters often congregate in cities around the rim of the Wild, for the imitheos permits those who have earned the right through hunting to lead others, and so they hire out to caravan masters seeking to travel the shorter route between the coast and interior. The hunters regard themselves as a society, the Brotherhood of the Hunt, founded on both rivalry and mutual aid.

Cult of the Rose The Cult of the Rose is a secret society of hetairae and auletrides, high-class courtesans of both genders, across Pelithos. The auletrides are musicians, dancers, and prostitutes, extremely popular among both the common people and the elite. The hetairae are the highest of the high, acclaimed for both their erotic skills and their knowledge, culture, and discourse. The cult is a loose web of cliques in major cities which share news, provide mutual aid, and help their members secure places of wealth and influence. The boundaries of the cult are fluid; it is not a unified force, and members have been known to politick against one another.

Cult of the Vine The Cult of the Vine is one of the two great thieves guilds in Pelithos, at turns rival and ally to the Mask's Cult of the Unseen. The Cult of the Vine tends to focus on smuggling, gambling, and purveying vices, but includes many outright thieves. They also keep among them a cadre of mages. These magicians are a great aid to the Amphora's power and goals, but must avoid running afoul of the fearful populace and the jealous wizards of the Witch's cult. They hold the arts of alchemy (orb foci) and scrying (tome foci). They eschew the darker Acrolonian Lore embraced by the Witch.

Cult of the Mask The Cult of the Mask is one of the two great thieves guilds in Pelithos, at turns rival and ally to the Amphora's Cult of the Vine. The Cult of the Mask includes many con-men, frauds, deceivers, but also many outright thieves. They also keep among them a cadre of wizards, students of arcane magic . These magicians are a great aid to the Mantled's power and goals, but must avoid running afoul of the fearful populace and the jealous wizards of the Witch's cult. They hold the arts of the making clever magical devices and tools (forge foci) and of stealthy combat (weapon foci); combined with their training in stealth and disguise, they are Pelithosan ninjas. They eschew the darker Acrolonian Lore embraced by the Witch.

Cult of the White Tree The Dreamer's cult on land is not large, but they are known for their magical power. Because the Dreamer is also a vestige, he can bestow Strange magic upon initiates to his inner mysteries. The line between the Dreamer's terrestrial cult and his Silver Court of the tritons is a blurry one. They traffic frequently, and many mortal supplicants are trained in Strange magic by aquatic masters.

Cult of the Witch With the introduction of arcane magic during the Acrolonian invasion, the current Witch, Medaera, sees a chance to reinvent her Mantle. She has no divine authority over the new magic, but she has tirelessly collected both its lore and a secret cult of its practitioners. She is jealous of her renewed power, and those wizards who do not bow to her are persecuted not only by the common people who fear Acrolon's "demon magic" but by her cult as well. Only the cult wizards of the Mask and Amphora are able to stand independent.

The Riverfolk

people of Chemaros

titan cults