[i]Official[/i] faction entry for the New Thule Society and another group that will come into play after the Elite arc. Also a supplementary faction! Let me just note that I added a little tidbit in the Artifacts & Curses hider stating that normal objects can become artifacts through belief/emotion/whatever. [table][row][/row][row][cell][center][h2][b][color=black]SENTINEL SOLUTIONS[/color][/b][/h2][color=black][b]THE NEW THULE SOCIETY[/b][/color][hr][img]https://i.imgur.com/L7pMLS1.jpeg[/img][hr][sup][b][i]"Ad Astra Per Aspera."[/i][/b][/sup][hr][/center][/cell][cell][color=2e2c2c].[/color] [color=2e2c2c].[/color] [color=2e2c2c].[/color] [color=2e2c2c].[/color] [indent]Sentinel Solutions is a private paranormal investigation and enforcement agency working for the Elite. Led by [b]Berlioz Auclair[/b], the organization presents itself as a beacon of hope in a city plagued by supernatural threats. Their primary mission is to tackle issues that conventional law enforcement cannot handle, from rogue Apparitions to ancient curses threatening the city's peace. Sentinel Solutions excels in asset protection and acquisition, tasked with removing dangerous artifacts and magical entities from the hands of those deemed "unworthy.". However, the truth behind Sentinel Solutions is far more insidious. Beneath the surface of this supposedly noble organization lies [b]The New Thule Society[/b], a Neo-Nazi cult that is an offshoot of the defunct Das Sonnenrad. While they publicly project an image of authority and protection, their real aim is to uncover "Thule," a mythical pure universe believed to be untouched by the colored man. This goal drives their activities as they seek artifacts and abstractions that will allow them to locate and enter this promised land. Berlioz assures clients that each team member brings unique skills tailored for confronting the paranormal realm. However, their true purpose reveals a darker agenda as they use their cover to recruit and indoctrinate likeminded individuals.[/indent][/cell][/row][row][/row][row][cell][center][h2][b][color=black]THE[color=2e2c2c].[/color]FIVE[/color][/b][/h2][hr][img]https://i.imgur.com/D9rZA6G.jpeg[/img][hr][sup][b][i]"Arm yourself; the odds can change with just a spin of the wheel."[/i][/b][/sup][hr][/center][/cell][cell][color=2e2c2c].[/color] [color=2e2c2c].[/color] [color=2e2c2c].[/color] [color=2e2c2c].[/color] [indent]The Five is an enigmatic faction operating primarily in Los Angeles, led by the illustrious Heidi Thomas. Initially conceived as a team of fifty-two paranormal mercenaries, The Five specializes in tackling jobs that others shy away from, driven by the promise of wealth and the thrill of the hunt. The organization operates under a unique system where their name shifts according to their number of members, if they gain or lose a mercenary, they adopt a new title, such as The Seven or The Twenty-One. Each member of The Five is assigned a playing card, lending a poker theme to their operations. While they primarily operate within California and Nevada, rumors are swirling that The Five have tackled significant job in St. Portwell. This potential venture could mark a turning point for The Five, offering them the opportunity to expand their influence and solidify their reputation as the go-to mercenaries for the paranormal elite.[/indent][/cell][/row][row][cell][center][h2][b][color=black]THE[color=2e2c2c].[/color]LEAGUE[/color][/b][/h2][color=black][b]OF LUMINSCIENT FAMILIES[/b][/color][hr][img]https://i.imgur.com/nrunMAt.jpg[/img][hr][sup][b][i]"Bless the Lightfather!"[/i][/b][/sup][hr][/center][/cell][cell][indent][color=2e2c2c].[/color] [color=2e2c2c].[/color] [color=2e2c2c].[/color] [color=2e2c2c].[/color] The universe inhabited by the League of Luminescence shares origins with our own but diverged dramatically when a secret society of magical families engaged in a covert war against Apparitions and Aberrations. This conflict escalated catastrophically when the Stygian Snake attacked, decimating over half the population with its armies. In a desperate final stand, the League united with remaining forces, including Apparitions and beings from other realms. Their combined efforts were nearly obliterated until a massive being of light, known as the "Light-Father," confronted the Stygian Snake. In a heroic sacrifice, he drove the Stygian Snake away. Following this victory, the League seized control over governments, ruling with an iron fist and obscuring the Stygian Snake’s existence. Most inhabitants of Glint are part of [b]the League of Luminscience[/b], an influential collective of families that dominate this world. While technology stagnated, magic flourished, and the League reveres the Luminscience as their power source, worshipping the Light-Father who saved them from the Stygian Snake. Historically, the League operated under a monarchy that relied on slavery until King Magnanimous dismantled the system in favor of an "equal" council where every family had a voice. However, the most prominent families dominate discussions, leading to petty feuds rather than progress. The League is notorious for its extreme punishments. They are a fervently religious society with severe penalties, including the eradication of entire bloodlines, for heinous crimes like murder and treason. Even minor offenses can result in collective punishment for families. Those without connections to Lux are treated as second-class citizens, often subjected to abuse and exploitation as they fulfill unwanted labor roles. Governance is divided among four houses: the House of Candlelight (Africa and the Middle East), the House of Torchlight (Asia), the House of Firelight (North and South America), and the House of Starlight (Europe and Russia). Each house is represented by the League’s council, where their voices resonate the strongest. The Knights of Luminescence serve as the League’s primary military force, a volunteer army of magical warriors. Families lower on the social ladder often join to gain status and wealth, starting as Squires at a young age, training under Knights until they can attain the rank. The League's primary adversaries are the Apparitions and Aberrations, long considered enemies since their inception. The genuine threat, however, lies in the resistance movement known as the White Rabbit Society, comprising Apparitions, Aberrations, and disillusioned League members led by the formidable White Arachne. The League has villainized her, blaming her for humanity’s near extinction to divert attention from the Stygian Snake. The League has established itself as a formidable magical menace, willing to traverse the boundaries of universes and meddle in the affairs of other realms. Their ambition knows no limits as they seek to extend their influence beyond Glint, exploiting the resources and vulnerabilities of parallel worlds for their gain. A notable aspect of their governance is the frequent use of exile as punishment; dissenters, criminals, or perceived threats are banished to distant universes.[/indent][/cell][/row][/table]