Many organizations exist across Tellaria. A great many are relatively local; this page focuses on organizations that are more widespread.
Characters of the Cleric class may choose to align themselves with one of these organizations (whether religious or not). Each organization lists the deities it is most closely associated with, as well as the cleric domains they represent.
This is a work in progress; if you don't see an organization that fits your needs, feel free to make one up!
This church focuses on training holy warriors to go out and enact law and order. These warriors are often seen protecting roads from bandits and raiders, as well as maintaining order during official meetings such as town councils or courtrooms. They are generally well-respected, especially in rural areas, where often they may be the only source of protection from dangers.
The Temple of Light preaches a message of enlightenment and self-actualization, as expressed through meditation and performative art. They encourage living at peace with others. The temple sponsors many theatres and artistic endeavours in large cities as well as small communities.
This church is often located in port cities at the docks; it is a common sight for sailors to stop in at the church to pray for protection and good weather before setting off on a voyage.
St. Brigitta was a human, long ago, who started the practice of nursing. The main public face of the church is a system of hospitals and travelling nurses who give aid, and ask for charitable donations. They are well-respected, and generally have safe passage wherever they travel.
The church also has another branch, however, that is less public and more stigmatized: the Embalmers, who prepare bodies for burial after their death. Most places have a local undertaker of some kind, but the Embalmers provide this service within a religious context, believing that their practices help to provide safe passage to the afterlife.
This group of people are concerned with protecting and revering the natural world. Some are involved for religious reasons, but other members are simply concerned with preserving the environment. The society has strong ties with the wood elf kingdom of Tai-Rinn.
The Society of Sages is focused on knowledge and understanding, both mundane and arcane. Many wizards join this society, but it is not restricted to them. Prospective members must demonstrate that they are literate, and profess a deep conviction for the preservation of the written word.
Many sages in the society also operate as scribes and notaries, when those tasks are needed; as such, they are often present among various bureaucratice and administrative institutions, large and small.
There is no League of Thieves…officially, anyway. This group is very secretive, and difficult to get into, and exists as multiple groups that work relatively independently. The true hierarchy of this group is unknown, but it is rumoured there is a Master Thief who coordinates larger operations.
Prospective members must prove their skills in thieving, assassination, forgery, or subterfuge of other kinds. Generally the league is invite-only—they recruit individuals who show promise.
The Merchant's Guild is a relatively new organization, a result of a rising mercantile class growing in wealth and influence. The guild exists to provide a more unified front from which to exert political pressure for trade-friendly policies. Members of the guild range from leaders of large trading companies down to local shops and travelling merchants.