# Organizations

# Dalaichin Nomads

These former Drow elves live on the Eastern Ocean and Western Ocean upon great Crystal Ships. Their society is ocean-faring, and they have no known land-based settlements. As a result of their unique history, they cannot cast spells in the traditional sense. Instead, they have adapted a great number of different techniques to accomplish many of the same feats without the use of spellcasting.

They are known to the people of the mainland as secular and insular traders who never shy away from a good bargain. If luxurious and exotic wares are what you desire, wait in a port for the Dalaichin Nomads to arrive.

Within their own society, there is a healthy culture of sharing the wealth. When someone on the ship nets a generous profit, all aboard are likely to see a portion of the benefit. That being said, private property is a healthy concept, and Dalaichin elves are fond of displaying unique and exotic clothing and accessories to showcase their shrewd trading skills.

Each ship is organized such that there is a ruling council that decides together how to best spend the public wealth. The three masters are:

The Master of Harvest sees to incoming supplies and their rightful distribution among the population, usually through purchasing goods in ports and supplementing them with the bounty of the sea. They are focused on the health of the people, but also on the health of the ship. They see to repairs and maintenance, as well as to the tertiary vessels that the ship keeps. Superstition says that it is bad luck for a Harvest Master to set foot on dry land, as that is when the ship will call for their attention.

The Master of Wealth attends to the raw profit brought in by the purchase and sale of trade goods. It is this master's responsibility to learn of the markets in as much of the world as can be reached by the ship. Because of this, they will often cultivate a healthy network of eyes and ears on the mainland to learn what to purchase and what to sell in each port. This also lends them to the secondary role of spymaster, ensuring that the interests and reputation of their ship, as well as Dalaichin Nomads as a whole, are well represented. They will also sometimes dispatch agents as spies or diplomats to smooth over tensions which would disrupt trade and interrupt the flow of profit.

The Master of Crystals is in charge of all magic aboard the ship. Dalaichin elves are unable to cast spells themselves, meaning that scrolls, potions, wands, staves, rods, and all other magical items are especially precious to them. This master also attempts to cultivate Mana crystals, though it is rare that they will succeed in creating a seed that bears a meaningful yield. They ration out the stockpile of Mana crystals that they acquire from their trips back to the Mother Ship, ensuring that the fuel needs of the ship are met without running dry.  
  
Counter to this council is an executive branch comprised of the Waveseeker, or navigator, and Wheelmistress, or captain. Traditionally both roles are reserved for women, a holdover from the older Drow culture. They work to make a plan of movement and action for the ship as a single entity. Though the Council is in charge of material and as such have a tremendous amount of sway, the Wheelmistress can veto any decision on the ship, and her word is law.

Not all Dalaichin Nomads bind themselves to the great ships, however. Some find work as couriers on their own vessels, then end up working exclusively with outsiders. Sometimes that work even takes place on land. Sometimes, an agent of a Harvest Master finds a place to their liking and bids farewell to their shipmates. Additionally, the long life of an elf gives lots of time to master many skills, and those who wish to ply their trade without the prying of other Dalaichin may take to the mainland to do so. Those who leave their ships are not outright banished, but it can be difficult for a 'land-tainted' Dalaichin to regain the comradeship of their shipmates if they come back.

# Logger’s Guild

The Logger's Guild is a bandit group operating in the [Duchy of Ironwood](https://eusia.sanctuarydnd.ca/books/worldbuilding-canon/page/duchy-of-ironwood "Duchy of Ironwood"). Most members of this group were formerly employed by the Duchy for the purpose of harvesting lumber for export or the manufacture of charcoal near Tollgate. They are an organized and ruthless bandit gang.

# History

It was a welcome financial break for the people of Ironwood when the [Duke](https://eusia.sanctuarydnd.ca/books/characters-canon/page/duke-cedric-blackwood "Duke Cedric Blackwood") declared that the forests of the region could be felled for profit, as royal support to the duchy had been fading for years. There were heaps of money to be made, and a Guild of Loggers was established to help train and equip the growing workforce. The loggers enjoyed a brief few years of prosperity, but it was not to last; they were harvesting the forests far too eagerly.

When the woods dried up, the Duke attempted to steer the workers northward. Most agreed at first, but the dangerous, monster infested \[\[Wild North\]\] was too rough for ordinary citizens. The profits of the logging barely made ends meet for the duchy, and so hiring extra security was not considered, despite protests.

The workers demanded the Duke either protect them or continue to pay their wages while they found other work. When their demands went unanswered, they gathered outside of his castle in [Tollgate](https://eusia.sanctuarydnd.ca/books/worldbuilding-canon/page/tollgate "Tollgate"). Lead by \[\[Edwin Lignator\]\], they thought they would be met with fierce debate and harsh compromise. Instead, they were met with brutal backlash; the guard (mostly Iron Legionnaires) descended on the gathered crowd and began dispersing, then arresting, then beating them. The protest became a battle, but the gathered loggers were no match for the professional soldiers.

On official records, it is known as the Logger's Uprising. To those sympathetic to the Logger's Guild, it is known as the Tollgate Massacre. Many innocent lives were lost that day, and it marked a watershed moment in the Duke's reign.

\[\[Vanessa Lignator\]\], daughter of the Guild Leader has been working with the loggers to make ends meet on the fringes of the law; smuggling and low-level banditry for the most part. Recently, their efforts have increased in terms of both ambition and danger to the public.

# The Company

The Company is an organized crime syndicate operating out of [[Eusaria]]. They aim to expand their influence through any means necessary, and have their fingers in many pies. One particularily profitable venture is acting as a nexus of criminal organizations across the kingdom. If a group of criminals needs funds to purchase weapons, or buy off a politician, or anything else, The Company will bankroll them in exchange for a tithe of their earnings. Their interest rates are very high, and those who do not pay their due are known to meet brutal ends.

# The Still Chain

An activist cult of the god [[Helm]] who seeks to destroy those who bring destruction. They do not view this as a contradiction, as their God has given them the right to prosecute this unending war.

Recently, they have focused their efforts on [[Ex Mortia/Gods and Greater Powers/Good/Thor]]ist worship, dismantling storm shrine, attacking Open Halls of Thunder, and imprisoning clerics and paladins of [[Ex Mortia/Gods and Greater Powers/Good/Thor]] until they repent their destructive ways. They also work within political spheres to outlaw religious practice that they do not approve of.