Category:Factions & Persons

Factions
The following are factions that can be joined or interacted with and have utility to an adventuring party. Factions such as the Azuran Guard, the Hearthland Militias, the Shining Knights, and Dhulkadoran Warriors have very little for a wandering adventurer to do, as standing guard duty and taking orders is their chief service. Joining the following factions varies from group to group.

Order of the Silver Chime- An mysterious order that has grown out of Witchearth. Focused on destroying evil and protecting the innocent. Most common in Witchearth, but some few wander the lands. They carry a silver bell and their weapons must be magical and/or silvered. They carry masks which they customise themselves and their true identities must be kept secret. Membership is made up of anyone who has the means and the will to better the world through purging the unclean and saving the innocent.

Order of the Crimson Circle- A quasi-religious group that worships no deity, but believes that war and combat is a philosophical experience that can lead to clarified meaning and understanding of ones self. Acting in a loose federation, members of the Order can recognize one another quickly (via their emblem which must be placed on a member's armor, clothing, or shield) and will often cooperate, assuming their goals do not pit one against the other. Members can be of anyone who bears a weapon and considers fighting to be their profession.

The Valiant Chosen- An order of elite knights in service to Celine of Isilsolar. Members embrace light and goodness in the face of corruption and evil. Based in the Old Realm, but go on crusades throughout the land. Only individuals of great worth or value are allowed to join and even then they are put through an intensive training regimen that lasts for one year. If they emerge from this training, they will be granted the aid of Isilsolar and sent to project the Silver Lady's power through the land.

Servants of the Night- Servants of Gulithas. They are dedicated to spreading his worship and seeking ways to rejuvenate their master to true form. Most common throughout the Commonlands. They shrink from fights and tend to use deception, cunning, and manipulation rather than brute force. Joining the Servants of the Night is a dark road. First, you must contact a member of the cult and express interest. After that, several months will pass in which you are watched and evaluated. Ever fearful of spies, they have developed impressive and intrusive methods of ascertaining whether someone is authentic or a traitor in waiting. After this period of observation, they will kidnap you and take you away to the Wildwood, where Gulithas himeslf will ordain you into his service. After that, you will do their bidding as told.

Cult of the Hunger- Cultists in service to Malgran, a minor demon. Bent on destruction and bloodletting, they spread word of their master's boons and his power. Still very small and has yet to gain a foothold anywhere. Pledging allegiance to Malgran can grant great benefits and powers, but comes at the price of your undying service to the demon and your soul. Joining the Cult of the Hunger can be communing with Orcus or Malgran, at which point their unholy avatars and servants will give you further guidance. A common entry practice is to kill and then feast upon a humanoid.

Merchant Guild of the Commonlands- A loose confederation of merchants that span across Alduroum. Formerly headquartered in Trickletown, a crackdown to root out corruption was led by Governor Sheridan Crom in 601 A.F. This move imprisoned several merchants barons, dozens of tradesmen, and almost every authorizing agent of the organization. Led by the Baron Quil Derrin (who is himself in hiding), they now are focusing on regrouping and accounting what assets they have left. There is some discussion that they may seek a new home in the ports of Azuran, as rumor is that Trickletown is soon to fall to the control of an evil sea-cult. Those seeking membership in this guild will have a hard time of it. They must locate a member and then enter into an apprenticeship. After some time, the master is to acquire a guild badge to signify the new member's entrance into the guild. Until the guild has re-founded itself though, there is no standard that all agree to.

The Gladeborn- Elite monster hunters that train and live in the wild land of Dhulkamas. Besides fighting off Yuan-Ti threat, they make a living hunting the great and terrible beasts of the land. They base out of Misfortune's Landing, but have been found as far away as the Western Mountains and the Crawling Lands. Their love of the hunt is not limited to the jungle land of the pyramids. To join their rank, you must speak with a Gladeborn Hunter. These hunters rank as masters of the Gladeborn. You must convince him of your ambition as a hunter by hunting a creature of the master's choosing, and then field dress and skin the beast. If you achieve that, that master may take you as an apprentice, carrying the rank of Trapper. You will travel with that master, living the life he lives, learning what he does. Every master is indicated by bearing a Talisman of the Gladeborn. A simple totem, each one is infused with the magic of the Gladeborn, quasi-druidic powers that these mystic hunters have mastered. Once you have gained the rank of master in the hunter's eyes, he will help you craft your own Talisman. Then you are free to travel the lands and hunt as a Gladeborn Hunter. There is only one rule for the Gladeborn Order: Do not hunt your fellow beings. This rule is staunchly held towards human and elves in particular. If a Gladeborn Hunter is rumored to be hunting humans, it is the duty of every other Gladeborn to find that hunter and put them down, if the accusations are true.

Keepers of the Scales- An assassin guild that is very hard to speak with. They are secretive, only recognised by their black insignia, a set of scales. Their mission is to keep all things balanced: good, evil, law, chaos, wealth, poverty, and every other thing in the multiverse. They operate under code names that often describe their tactics: pouncer, stalker, sneaker, gutter, cinder, farshot, shovelhand, and toxin are rumored to be names of members. Though they are supposedly only sent on mission to maintain this balance, it is common knowledge that members can be plied with large amounts of gold to serve less noble intentions. Joining this organization is difficult, as members are never supposed to divulge their identities. Usually, the organization will come to you only after they are impressed with your capacity as an assassin.

The Golden Society- Not secretive, but elite to the max. The most affluent and mystic individuals of Alduroum belong to the Golden Society. Their parties are secretive, their intentions vague, and their morals non-existent. Indeed, they are a club that survived even the chaos of the Fall. This was partially aided by their minimum membership requirement: immortality.

Hepangxi (Speakers of Peace)- Funded and under the authority of Rith'tik, this is the Hobgoblins effort to make peaceful, lasting alliances with other races. Though they wage war upon all, sometimes lulls in policy occur and peace is an objective for the "Mongrel Race". Members of this guild must have goblinoid, orcish, troll, or ogre lineage in their blood. They answer to the whims of their masters, but their overarching mission is to expose civilizations to the customs and traditions of the Mongrel Race. You must be of the Mongrel Races to be a member. After that, you must go to Rith'tik and petition the Master General of the Hepangxi for membership. You will be tested in both combat and peace-making. If you are deemed worthy, you will earn the honor to join their ranks.

A
The Anathema, the Ageless Serpent

C
Charles Valday, Keeper of the Fears

F
Fabius the Vile

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The Travels of Erthlin, Nalla, and Harald: the Swordgents