From The Mana World
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(I tried to keep most in-tact while remaining within the backstory.)
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In addition to the kingdoms there are some independent organisations with noticable influence.  
In addition to the kingdoms there are some independent organizations with noticeable influence.  


Every organisation has a headquarter and many smaller departments all around the world. Players can become members of these organisation. The requirements to become a member vary from organisation to organisation. A player who is a member of an organisation gains various benefits like discount on items sold by the organisation or access to special quests but gains disadvantages when dealing with opposing organisations.
Most organizations have a headquarter and many smaller departments all around the world, however some are nomadic and are far harder to track down. Players can become members of these organization. The requirements to become a member vary from organization to organization. A player who is a member of an organization gains various benefits like discount on items sold by the organization or access to special quests but gains disadvantages when dealing with opposing organizations.


== List of organisations ==
== List of Organizations ==


=== Magic Academy ===
=== Magic Academy ===
The magicans of the magic academy dedicate their life to the research of magic. They help everyone who is interested in magic to develop his/her magical skills.
The magicians of the magic academy dedicate their life to the research of magic. They help everyone who is interested in magic to develop his/her magical skills. There are four distinct sects of magic: Fire, Water, Earth, Air.
 
* Fire: Teaches offensive and aggressive fire magic. Often known for fiery tempers.
* Water: Teaches mostly defensives but some minor offensive water magic. Known for being calm even in calamity.
* Earth: Teaches some offensive and a little defensive earth magic. Known for being steadfast and stubborn.
* Air: Teaches a pretty even mix of offensive and defensive air magic. Known for being carefree and aloof.


=== Warrior Guild ===
=== Warrior Guild ===
The members of the warrior guild are training every day to become the strongest warriors in the world. They are the top authority in the development of new fighting techniques and in weapon research. They also teach young adventurers the basics of fighting.
The members of the warrior guild are training every day to become the strongest warriors in the world. They are the top authority in the development of new fighting techniques and in weapon research. They also teach young adventurers the basics of fighting. Although there is some rivalry between the various weapon-areas, all in all everybody gets along well.
 
=== Order of the Mana Knights ===
A knight order fighting against evil and mischief. It tries to stay political neutral but it is involved into political affairs more often then it would like to. It is very difficult to become a member.


=== Redstone Consortium ===
=== Redstone Consortium ===
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=== The free Traders ===
=== The free Traders ===
Loose organisation of merchants who are against global cartels.
Loose organization of merchants who are against global cartels.
 
=== The Church of the Elder Gods ===
The members of this religious organisation are worshipping the elder gods. They oppose the cult of the demons.
 
=== The Cult of the Demons ===
These people believe that helping the demons to overcome the world will result in a peaceful and prosperous life for everyone (or at least for those who helped them). They are the enemies of the church of the elder gods.


=== The Geomancers ===
=== The Geomancers ===
Magicans researching streams of mana energy and running a teleportation business. See [[Teleportation]].
Magicians researching streams of mana energy and running a teleportation business. See [[Teleportation]].
 
=== The Druids ===
An organisation of magicans who try to live in harmony with the mana instead of manipulating it. The most harsh critics of the geomancers.

Revision as of 11:29, 6 March 2007

This article is currently only a proposal

The features or design guidelines described in this article are only a proposal made by one or some persons. It has not been evaluated or accepted by the core development team yet. Feel free to add your personal opinion about them or make counter proposals.

In addition to the kingdoms there are some independent organizations with noticeable influence.

Most organizations have a headquarter and many smaller departments all around the world, however some are nomadic and are far harder to track down. Players can become members of these organization. The requirements to become a member vary from organization to organization. A player who is a member of an organization gains various benefits like discount on items sold by the organization or access to special quests but gains disadvantages when dealing with opposing organizations.

List of Organizations

Magic Academy

The magicians of the magic academy dedicate their life to the research of magic. They help everyone who is interested in magic to develop his/her magical skills. There are four distinct sects of magic: Fire, Water, Earth, Air.

  • Fire: Teaches offensive and aggressive fire magic. Often known for fiery tempers.
  • Water: Teaches mostly defensives but some minor offensive water magic. Known for being calm even in calamity.
  • Earth: Teaches some offensive and a little defensive earth magic. Known for being steadfast and stubborn.
  • Air: Teaches a pretty even mix of offensive and defensive air magic. Known for being carefree and aloof.

Warrior Guild

The members of the warrior guild are training every day to become the strongest warriors in the world. They are the top authority in the development of new fighting techniques and in weapon research. They also teach young adventurers the basics of fighting. Although there is some rivalry between the various weapon-areas, all in all everybody gets along well.

Redstone Consortium

A merchant guild competing with the Abbana Merchant Association over the control of the world economy.

Abbana Merchant Association

A merchant guild competing with the Redstone Consortium over the control of the world economy.

The free Traders

Loose organization of merchants who are against global cartels.

The Geomancers

Magicians researching streams of mana energy and running a teleportation business. See Teleportation.