Factions and Organizations

Items

  • Adventurer's GuildAlso known as Spear of Elina or Spear of the Goddess. A hundred years after the Dead Wars, the Guild has grown into a global hub for missions, with adventurers flocking to it from all over the world. It is currently led by Guild Master Master Thalin Fernstride in Kingdom Grand, with branches overseen by Guildmaster Teyla Coalmaker in Kdor, Elrin Veymar in Evenfell, and Alyndor "Aly" Marvale in New Arcanum. The Guild uses a ranking system, with new recruits earning a rank of Tin, Copper, or Brass; higher known ranks include Colbot, Steel, and Diamond. When Holt threatens to awaken He Who Slumbers, the four guilds unite their forces beneath Kingdom Grand.
  • Arcane ConservatoryA magic school located in Kingdom Grand, housed in the Scriptorium. It is a stunning structure of brilliant blues and purples, built in the shape of a five-pointed star with a large tower in the center. Researchers from the Conservatory, such as Sage Elbera, work with the Adventurer's Guild to investigate and handle magical threats.
  • Arcane RegistryAlso known as A.R. A faction that registers mages, wizards, and sorcerers, founded by figures like Tyre. It is involved in collecting magical artifacts and hoarding knowledge about them. Led by the dragonborn Ty in the reent years following the Dead Wars, though it had other brilliant leaders like Merrick in its past. They pose as a historic museum collection, but have had tensions with other groups, such as the Adventurer's Guild, over claims to artifacts. In Dead Wars III, they were known to be drawing raw energy from the fabric of existence. In the century following the Dead Wars, the Arcane Registry established its own nation in the western wastes, centered in the city of New Arcanum.
  • BlackthornsThe Blackthorns are a monster-hunting organization.
  • Church of ElinaA new church dedicated to the deity Elina, which has old roots. In the century after the Dead Wars, they are working to establish a home for their members by cleansing the haunted Tyre Castle.
  • City Watch of GrandThe law enforcement and defensive body of Kingdom Grand. In the era c. 100 ADW, they are structured with officers such as lieutenants (e.g., Darnik De Roche) and are accountable to the Council of Grand. They maintain supply caches in warehouses throughout the city.
  • CodebreakersA specialized calling within the united Adventurer's Guilds for inquisitive minds who solve puzzles, ciphers, and ancient texts. Prospects are tested by masters such as Monk Tzao under guildmaster oversight. When the encoded Ledger of Souls was captured beneath New Arcanum, the intel was turned in to the guild's Codebreakers.
  • Council of GrandThe governing body of Kingdom Grand in the era c. 100 ADW. The City Watch of Grand is accountable to them and they oversee matters such as the city's supplies and taxes.
  • Demon Hunters Corp.An organization with few remaining survivors, including Trevor.
  • Goldsteil FamilyThe ruling family of Kdor, all of whom are bugbears and rogues. They preside over the annual Festival of Rebirth and The Gauntlet competition in Kdor. The current ruler is Rich Goldsteil the 4th. The family rose to power following Kdor's reconstruction, and the festival celebrates both the city's rebuilding and their rise.
  • IndustrialistsA faction that makes machines powered by crystals. The faction is not monolithic; some splinter groups, such as bands of Mechanist Raiders or Kobold Mechinist raiders, are known to operate independently, constructing dangerous patchwork mechs and raiding coastal routes.
  • Kdor's Adventurers GuildThe branch of the Adventurer's Guild located in Kdor. It is overseen by Guildmaster Guildmaster Teyla Coalmaker.
  • MolokiteAn ancient elven people—not a metal—known for pale skin, ethereal green veins, large black eyes, and regal bearing. They once traded with the dwarves of the Dwarven Mountains until they sought power from a demigod, attacked mortal races, and were driven underground. There they found a shrine to The Evil One and later worshipped He Who Slumbers, a biomantic horror bred from a tarrasque corpse. Holt was raised among them and led them alongside the Slumber Cult to awaken their god. After Holt's defeat, the few Molokite who survived—including the medicine woman Raphira—helped the guilds re-bind the Beast and rearm the freed Cinder Guard with sunsteel.
  • Nature's PathwayA faction made up of refugees from the wilderness, who cultivated a Tree of Life with roots spread across the continent in Dead Wars III. During that event, they allied with the Protectors of the Old Gods and the Unbound. Their medica in Development Square was struck during the world tremors when a Medusa turned healers to stone.
  • Order of PeaceAlso known as Priests of Peace. The followers of Elina, the Goddess of Peace. Includes clerics and paladins. Their paladins are the only ones who can fight for the temple. Has a temple in Kingdom Grand. Prior to Dead Wars I, at least, they also had a temple in another remote location, about a day's travel from civilization.
  • Protectors of the Old GodsA faction seeking to reconnect the dwindling faithful with the heavens.
  • Road Thieves GuildA notorious thieves' guild, also known as The Road, with its primary headquarters in the mining town of Red Hawk. They have an established command structure, with a Guild Master, Rath "The Gilded Maw", and a third-in-command, Brannik "The Ogre". The guild utilizes a network of young pickpockets in the city markets, who use a secret network of Hidden Tunnels to move about unseen. They are known to target specific valuable items, such as the Grand Grimoire of Grotesqueries and the Grimoire of Tyre and Merrick, trafficking them to buyers in other lands like Evenfell. Members are known for their cunning, expert parkour, and use of sneak attacks and cheap tricks like pocket sand.
  • Slumber CultA secret cult whose Slumber Cultist members wear black cloaks and whisper that what slumbers soon awakes. They kidnap victims for sacrifice, infiltrate cities such as Evenfell and Kdor, and ultimately serve Holt's plan to rouse He Who Slumbers alongside the Molokite.
  • Soul BrokersThe organized network of Aurelian's agents, who trade mortals their heart's desire for a keepsake of sentimental value—and with it, unknowingly, their soul. Centered in New Arcanum but with a far broader reach, the organization runs like a corporation and a church at once: shipments of "secondhand goods" expedited through customs by the Church of Aurelian, rotating rented warehouses where collateral is tagged and recorded, a hidden archive whose clockwork counting machine binds the Ledger of Souls, and regional strongholds like Aurelian's Spire. Its hierarchy of grunts, managers, recruiters, and directors is itself bound by soul contracts—even Regional Director Elara Voss is owned by the demigod—with performance metrics enforced on pain of having one's own soul token and autonomy revoked. Meticulous record-keepers and negotiators before all else, its members honor every promise they make, down to the letter.
  • Southern Trading CompanyLead by Osborn.
  • The UnboundA faction seeking to elevate the downtrodden by any means necessary.
  • White Hand CultMembers of this cult ambushed a group escorting Xhere's corpse on its way to a temple.