WIP: ETA Dec 14-15
All across the grand kingdom of Kartosia, exists various guilds and groups that serve their own purposes - some of which have existed for thousands of years. The Dwellers tend to organize in order to further their mutual goals - money, fame, power, knowledge, brotherhood. Some simply just exist as social clubs for hobbies and crafts. Regardless of the factions of which you may belong, one thing is for sure: Dwellers operate best in packs.
[When you build your character, you may choose whether or not you would like to belong to a faction. Some factions may help you and hurt you, depending on your choice: but this entirely depends on the alignment and goals of the faction. Organizations marked with a * are unplayable unless specifically discussed with the DM.]
Artisan Guilds:
Alchemist's Guild
A society of alchemists dedicated to scientific research of new natural phenomena and creating all sorts of concoctions for everyday use.
Artists of Kartosia
Where sculptors, painters, and poets alike all present and exchange their craft and learn from one another.
Brewers United
The finest ales and liquors are produced at this union of brewers, often shared with others to find the perfect alcohol.
Calligrapher's Guild
The art of writing and calligraphy is truly more refined than it looks. This guild seeks to perfect this strange art, a select some for magical purposes such as scrolls and spellbound texts.
Carpenter's Guild
Not to be confused with the Woodcarver's union, this society of woodworkers seeks to build sustainable and revolutionary architecture for the future.
Cartographer's Guild
The world of Kartosia is still largely uncharted with many mysteries to explore: these cartographers wish to map out the continent and all of its unknowns for future generations.
Doctor's Society
A union of medical professionals seeking to find the cures to Kartosia's most dangerous diseases and prevent their spread, while always finding ways to help those who need it.
Farmer's Guild
Professional agriculturalists who seek to develop their crops and land peacefully, and bring the most bountiful harvests to the land.
Glassblower's Guild
From the smallest of trinkets to the greatest of art displays, the glassblower's union can do it all. Showcases of beautiful works regularly go on display at the guild meetings.
Jeweler's Guild
The jewel craftsman's guild is meant to create the most beautiful of body accessories from the greatest of Faustinia's blessings.
Leatherworker's Union
From the hide of animals onto clothes, bags, and all sorts of accessories, the leatherworker's union delivers the finest of products to their customers.
Musician's Guild
Music of the world, the Musician's Guild is a host to a variety of entertainment acts from bards to professional dancers and singers, and all sorts of bands. The world's entertainment industry relies greatly on this guild.
Potter's Guild
Developers of fine china and pottery, this guild's artwork and devices serve many places from outhouses to banquet halls.
Smith's Guild
Developers of fine weaponry from the smallest of knives to the greatest of axes, this guild's metalworkers can develop just about anything with a hammer, furnace, and anvil.
Tailor's Guild
Keeping Kartosian citizens clothed is a serious matter: the Tailor's guild ensures the finest of threads are worn on the best tailors and customers. However, everyday practical clothing is what most customers of this guild wear.
Tinkerer's Guild
Some simply aren't satisfied with the way the world works: the Tinkerer's guild is a smorgasbord of innovation and ingenuity to develop unique artifacts that serve many unlikely purposes.
Weaver's Guild
Basketry and blankets. The Weaver's guild is not well-known, but the world relies on them more than it thinks it does.
Woodcarver's Union
Their canvas are the trees brought forth from Ambriel's lands: carving the world into a beautiful image.
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Magical Practitioners:
Archivers of Magical Knowledge
The world is rich with many different forms of magic: the Archivers seek to record and preserve all of the world's magical knowledge to share with the world.
Clairvoyant Visionaries
Clairvoyants have many abilities, such as seeing into the future and communicating with the dead. This faction seeks to increase the power of clairvoyants and push their limits toward new boundaries.
Kings of Schunamaaru
Descendants of the philosophy of the King of Sages, Schunamaaru, this faction seeks to experiment with magic to create new spells to make the world more technologically advanced.
Lightbreathers
The Lightbreathers are a faction of unique magic specifically dedicated to the destruction of the unliving and dark magic, seeking to possess the Flame of Light as a source of magic to drive the evils of the world away.
Luck Lords
The Luck Lords were built on the research and development of "Magical Luck Artifacts", which are said to be able to grant wishes and incredible gifts of power and wealth to those who possess them.
The Black Hand*
A nefarious guild of dark magic who seeks to use the dark powers of the void and dark artifacts to study ancient, forbidden spells and objects and extract their power.
The Olive Branch
A guild comprised largely of druids who seek to protect the natural lands from the perils of industrialization and dark destruction with magic of the wildlands.
The Scholars of Ezaloque*
Students of the great wizard and engineer, Ezaloque, who sought to imbue contraptions and automatons with magic to create a technologically advanced society using magical means. The Scholars of Ezaloque were the first to be able to create a flying city, using Ezaloque's blueprints. The entire group resides within the Flying Citadel of Ezaloque.
Sorcerers' Haven
A guild for those with the innate gift of magic that desire to strengthen and bolster this power.
Summoner's Guild
The Summoners seek to balance the light and darkness of the creatures of the world by taming them and using them as eidolons to serve their purposes both for societal progress and in battle.
Wedge Lords
Great admirers of the works of Kochban, the Wedge Lords seek to perfect dimensional travel to open a portal to the Wedge Plane and reside there peacefully.
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Mercenary Bands:
Brotherhood of the Mammoth
A mercenary group dedicated to the pursuit of physical strength and power to overcome any opponent in hand to hand combat. Wielding the mightiest of weapons with ease, armies flee when they hear the Brotherhood of the Mammoth approaches.
Call of the Bandit
Call of the Bandit consists of several ragtag bandit groups that have aligned with one another. They have assembled at a strongly organizational level, and can level villages and towns, taking everything they have. The Call of the Bandit can steal or destroy anything for the right price.
Coldhearted Ones
Stone-cold killers who the former head of the Versus Family, Daelo, once spoke of as, "The dwellers who have managed to make the Flame of Light freeze in their own souls". The Cold-Hearted Ones will take on any task, no matter how cruel or evil, just to line their own pockets.
Fugitives of the Damned
Beastfolk, condemned by the council of Kartosia, have recently assembled this group of some of the Beastfolk's mightiest. They move quickly, effectively, and are difficult to match in combat. Some say the Fugitives of the Damned have a particular cruelty towards those outside of their own kind as retribution for their own suffering.
Ironbrand Army
An old mercenary faction consisting of knights and ronin who have been left masterless by sieges of their cities and towns. Serving a new purpose of order and loyalty, the Ironbrand Army serves only its commanders who often travel from city to city to give them protection from outsiders for the right price.
Onyx Demons
These mercenaries are named as such for their tendency to strike in complete darkness, unseen by the mortal eye. These black knights are most skilled at espionage and ambushes, entirely annihilating entire armies unfortunate enough to be unprepared for their attack.
Pirates of Capra
Natives to the cold land of Capra, these pirates are the only ones who can claim to have sailed the Pitch Black Sea between Tokina and Capra and live to tell the tale. They regularly execute raids on the waters of Kartosia, both through the ocean and rivers, and beachfront raids and assaults have become increasingly common from these hardened seafarers.
Sunwalkers*
The Sunwalkers are a smaller, elite unit dedicated to "the glory of war under the torch of Ael". They are known for their glaringly beautiful yellow and orange armor that shines in the light of the sun. The Sunwalkers rarely take on jobs unless they are considered impossible to perform by any other third party. However, when they do, they are nigh unstoppable.
Swamp Lizards
Lizardfolk are known for their ability to reproduce rapidly at the cost of a reduced lifespan. The Swamp Lizards are such a tribe: they exist within the corners of the unexplored swamps and marshlands and launch attacks in outrageous numbers on their giant rat mounts. While the truly talented warriors are few and far between in this tribe, their sheer numbers are enough to overwhelm most.
The Heistlords*
The Heistlords are not fond of battle: in fact, they take jobs that avoid combat almost entirely, and fall back on it only as a last resort. The Heistlords are skilled kidnappers, ransomers, thieves, diplomats and deceivers who can blend in wherever they go and accomplish their task before anyone had ever known that they were there: but they enjoy making scenes when it is necessary, thriving off of the dramatic tension.
White Raptors
Perhaps the most ancient of all of the mercenary groups in Kartosia, it was originally founded by the namesake of the continent itself, King Kartosh of Versus. The White Raptors were made to spread all across the Kingdom of Kartosia in small, elite units to protect people from the Legion and build magical circles. Now, the White Raptors are few in number, but their ability to crush darkness and demons has not faltered.
Zuzu Shipping Company*
Perhaps the most underhanded of the mercenary groups, the Zuzu Shipping Company is a mercenary band that only works for themselves. Seizing trade routes by land and sea and charging others massive sums to move goods through the lands peacefully, the Zuzu Shipping Company has become one of the most hated groups. On occasion, they may work with nearby kingdoms in order to ascertain these routes by any means necessary.
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Political Groups:
Children of the Void*
Officially considered a terrorist group by the nation of Kartosia, the Children of the Void are a small group with one sole purpose: to re-open the Void and destroy the world by resurrecting Agamemnon. The most active members of this group are wanted criminals by the kingdom, reviled to the point where housing such an individual is considered a crime punishable by death. These criminals are considered highly dangerous and should be avoided at all costs.
Harvesters of Sa'arit
A philanthropic organization that frequently operates outside of the law to give aid to Beastfolk and the poor by funneling money and food into splinter camps that house them outside of the jurisdiction of the high council. Named for the deceased royal philanthropist, Sa'arit Reighlarc, the organization actively seeks out those affected by the decisions of the ruling government and provides them the aid they need to safely live in peace.
Kartosian Guard
The stalwart defenders of Kartosia and enforcers of its laws. They are sworn by oath to protect Kartosia and its people, and whenever necessary, fight to protect them. However, the Kartosian Guard corresponds directly with the orders of the High Council and actively carries out their commands, regardless of their nature.
Leopards of the Red Cape
An extremist sect of Beastfolk rebels that believes in a violent revolution and overthrow of mankind in order to preserve the sanctity of the beastfolk, having carried out the Harvest Day Massacre in Samadel. Leopards of the Red Cape members are considered criminals by the Kingdom of Kartosia, and are often executed on the spot when found or rounded up and sent to the gallows. Some say that the Leopards of the Red Cape are less prolific than claimed by the Kingdom and are used as an excuse to murder problematic beastfolk that oppose the high council's regime.
The Beasts
An organized group of Beastfolk who oppose the high council's ruling of the "exile or death" policy from Samadel, and seek its repeal. They often work with groups such as the Harvesters of Sa'arit to organize protests against the High Council, but are often quashed by the guard.
The High Council*
An alliance of twelve wealthy royal families that directly correspond with the family line of Versus who act as the governing body of Kartosia. The High Council's decisions, such as the Beastfolk's "exile or death" law, completely locking off the Council's personal city of Arthuria to the public, redirecting taxation to the city's development and the monopolization of trade routes have made them incredibly controversial and opposed, but many claim their iron rule protects the people of Kartosia. One thing is for sure though: they operate in complete discretion.
Voice of the Ancestors
This group believes in the complete deposition of the High Council, claiming that "only those with the blood of Gods has the right to rule", restoring the rule to the line of Versus and re-establishing themselves under the dominion of the Gods that live on Mt. Shira. The Voice of the Ancestors is considered a terrorist group, but is not treated with the same priority that the Children of the Void or the Leopards of the Red Cape are, since the group is largely harmless and consists of elderly scholars.
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Religious Orders:
Faustinian Priests
Faustinian Priests are often dwellers of the mines, seeking to bond once again with the remaining giants, many priests having formed bonds with the giants and golems beneath the earth. The Faustinian Priests are often caretakers of the Tidemasters wounded in battle.
Followers of Ambriel
Dwellers of the forest who worship Ambriel. Largely unproblematic.
Kartosh's Light
An organization of religion that worships Kartosh. People are often split on whether to consider Kartosh a god, since he was not born from the original light of Ael and instead "appointed" as such with the Eye of Ael.
Paladins of Palac
Worshippers of the sleeping giant, Palac. They intend to one day resurrect him from his eternal slumber, and are vastly opposed to Kartosh's Light and the Sons of Cymathane. Their current goal is to locate or reconstruct the Gate Key which Kartosh destroyed ages ago.
Sons of Cymathane
Followers of the war god Cymathane. Many sects are extremist warlike tribes, often predominantly Orcish, who seek nothing but the passion of battle, and often target anyone they can find for a fight, regardless of who they are. Nomadic Son groups, however, are relatively uncommon.
The Ferrymen
Followers of the Lord of the Wedge, Kochban. Many Ferrymen are also Wedge Lords who seek the peaceful life of the Wedge Plane without experiencing death.
The Tidemasters
Followers of the master of the Ocean, Apphonialas. They regularly assist with the White Raptors to keep the void at bay. Tidemasters are often highly trained units in order to dispatch large demons, and many of the Tidemasters are responsible for the apprehension of high ranking members of the Children of the Void.
Torchbearers of the Eternal Flame
Worshippers of the original god, Ael. Many of the followers of Ael exile and condemn the other gods, as they are largely imperfect, unlike Ael. While most recognize Ael as the supreme god, Torchbearer sects are rare as a result of the extremism involved, and the lack of Ael's presence in the world after Palac's slumber.
Winds of Shirayhoo
Followers of the goddess of the wind, Shirayhoo. Largely uninvolved with the matters of the world, most Shirayhoo sects are isolated away from society, so little is known about the activities of the congregations of the Winds.
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Renowned Families:
Borgant*
One of the twelve royal families with a seat at the high council, occupying the ninth chair. House Borgant controls a massive stake in property across Kartosia in many towns and villages, directly responsible for their infrastructure. However, in recent times, much of the infrastructure is compromised while taxes are still being collected, generating a collective dislike towards the Borgant's business practices. Their lord is Silvirus Borgant, known to be a ruthless, cunning man.
Braute*
One of the twelve royal families with a seat at the high council, occupying the first chair. The Braute family has existed for generations, controlling much of the agriculture and livestock land and transportation routes for feeding cities and villages. The lord is Heylan Braute, a known restaurateur and inn-owner who has stake in most resting and dining establishments across Samadel. Legend says he is one of, if not the greatest chef in Kartosia.
Calbonaris
Canova
Damantus
One of the families of the council of 12, and perhaps one of its only elven representatives. The Lord, Arolas Damantus, is often at odds with the Faustinian Priests who protect the mines, while the Damantus family specializes in mining, leaving many caves once blessed by Faustinia bare, which have resulted in skirmishes and losses on both sides. Arolas is also no friend to the followers of Ambriel, the more meek acolytes, who have fled the forests that have been completely deforested. This gives Arolas a near monopoly on the exports of steel, stone, wood, and precious minerals. Arolas has many forests of his own dedicated to housing the elven population of his family, making him disliked generally by most priests, druids, and non-royal elves.
Dariante
Gainsman
Highbrook
Jesh
Kaisaki
LaViolette
Paltrow
Reighlarc
A lost clan who once held a seat at the high council, as the sole representative of the Torchborne, a supposedly extinct race of people who were said to be apostles of Ael from forgotten time, the Reighlarcs being the last of their kind. The former lord, Sa'arit Reighlarc was a philanthropist who used his wealth and influence to help the poor and beastfolk alike. However, their clan fell a meager five years ago, when Sa'arit declared war against the Young, Borgant, Sevilon, Damantus and Rose clans claiming they had abused their powers of their seat. The Reighlarc clan fought hard but lost, dealing significant damage to the other families, permanently maiming Lord Young and Lord Borgant, and killing the former Lord of the house of Rose, Aman Rose. This war became known as the "Last Torchborne War". To this day, nobody knows if any remaining Torchborne have survived, and the other contenders of the war are generally not well-liked by the people.
Rose
Perhaps one of the oldest families, this family earned its respect alongside the White Raptors in combating the forces of Osaeris, and now holds one of the 12 seats at the high table. The Roses are an ancient clan of warriors that seek one thing only: to serve their name and country as the most esteemed and noble fighters. The Rose family controls a majority of the caravans in Kartosia for crafting and selling various types of weapons and armor. The lord is Tylas Rose, a newly appointed patriarch who seeks to return to the Rose's old roots of chivalry and honor as opposed to politics of the land. The high council often relies on the Rose family to be warriors to enforce their rulings, as many of their kinsmen are among the most legendary of battlers on the continent. In the past, the Rose family was responsible for many atrocities and shady activities under the Council's jurisdiction, but their new leader seeks to right the wrongs of the past and reforge their image.
Rumor
One of the 12 families at the high table, the Rumor family is versed in all forms of magical means, and often supplies materials and scholars to many of the magical operations that exist within the borders of Kartosia. The Rumor family holds some of the finest mages, incredibly skilled and deadly, who often execute the will of the High Council, save for mercenary work, as the family believes that "petty squabbles of bloodshed are beneath us." The leader of the family is Alexandrickson Rumor, a young but capable mage who is the headmaster of the exclusive Hevilleau Royal Academy.
Sapphire
Sevilon
One of the 12 families at the high table, the Sevilon family works as an agency of the Young family as contractors for infrastructure development and transportation. The Sevilon family, over the past 1200 years, has dedicated their time to creating the large pathway system of roads that connect all of the cities and towns of Kartosia, known as the "Sevilon Roads". In the service of the Young family, many roads have been neglected, with new and refurbished ones only leading to land areas that both families jointly own. Rumors say that the Sevilon family directly employs the Zuzu shipping company. The lord is Siriem Sevilon, a soft-spoken man who ruthlessly commands whoever is in his employ. He is rarely seen outside of the operations of the High Council, making him as elusive as he is reclusive.
Tuoka
Versus
Young
A family with the seat at the high table and perhaps one of the most powerful, the Young family owns a humongous portion of land throughout Kartosia, and taxes it greatly, while offering little to no support for the communities they tax, redirecting most of his accumulated wealth to the royal facilities of Samadel. Much of the poverty throughout Kartosia is often blamed on this family: but their massive wealth allows them to hire large mercenary forces and private guerrilla armies to enforce these unfair policies. The Lord is Kyle Young, who is missing his left leg below the knee after a battle with Sa'arit Reighlarc. He is rarely seen anywhere outside of restricted areas in Samadel or private council meetings, making him a rather shadowy and unknown figure.
Zayne
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Research Facilities:
Dep Demozepep's College for Artifacts of Legend
Named after the defected legionnaire, Dep Demozepep, who used his powers to help the Dwellers. Interesting historical artifacts, both magical and non-magical, are studied and preserved here. Most ancient ruins of past buildings are under the protection of the college to educate future generations.
Hunters of Ancient History
For those not satisfied with what is known, the Hunters of Ancient History seek the information that has been lost to the sands of time. Kartosia is a vast land with battles and cities that have been long forgotten, and this organization seeks to bring these past truths into the light of the world.
Kartosian Naturalist Society
The continent of Kartosia is full of odd flora and fauna, with millions of species that have yet to be documented. The Kartosian Naturalist Society collects samples of such specimens to record them and protect them from those who would harm them.
Larsian Seekers
These thrillseekers believe that Palac's Workshop is filled with amazing artifacts, and his fortress contains wonders yet unknown. This organization's sole purpose is to find and unlock this place to uncover the oddities that lie within.
Library of Kartosh
Perhaps the most neutral organization of all, this library has multiple locations all over the continent, which contain textbooks, scrolls, and literature that details in length the history of Kartosia, as well as many different crafts and sciences. If there is unknown information about the world, the Library seeks to archive it and make it available to anyone who visits.
Violet Portal Society
Some conspiracy theorists say that the land of Kartosia is not all there is to the world. Various dimensions and planes are theorized to exist beyond the land of the physical, proven by the tale of the portal Kartosh used to take to the Wedge Plane. Whatever is out there, the Violet Portal Society is determined to find it.
Secret Societies:
Coven of Thieves*
The greatest of larcenists congregate here in this shadowy organization to pull off the greatest heists. The Coven of Thieves operates in complete darkness, unlike the Heistlords, managing to capture some of the most priceless artifacts on the face of the continent.
End of Daybreak
An organization comprised entirely of vampires whose sole purpose is to recreate the Scarlet Sun, the curse which blotted out the Torch of Ael and brought an age of darkness to the land. These nefarious entities lie in the corners of the world, plotting their takeover, seeking the shard of the Demiurge to cast a spell of great darkness.
Fang of the Basilisk
A guild of assassins who operate as lone wolves, blending in with their surroundings, and striking without warning or witnesses. Their marks all share one singular trait: the victim is turned to stone after their death, preserving their faces often twisted in surprise or horror. Their works are said to be inspired by the legendary serial killer, Tullio the Basilisk. Even members of the families within the High Council are not immune if the right price is paid.
Masked Court
A circle of anonymous, wealthy elites said to hold meetings in an undisclosed location somewhere in Kartosia, which is constantly changing. Some say that the Masked Court are the real governing body of the land, using their wealth and influence to control all political matters, while others say the Court doesn't even exist at all. There is only one defining characteristic of the court: white masks supposedly made of crystals built in perfect formation.
Moonkeepers
Information is a currency, and the Moonkeepers deal in it. Sources of who's going where and why, and secrets hidden even from the most high-ranking government officials are traded among the Moonkeepers. If you're looking for something or someone important, or have a question that cannot be answered by ordinary means, the Moonkeepers can help...if you have something they want.
Ravensbeak Hollow
Shadow Mafia
Shira's Watchtower
The Magic Circle
Social Clubs:
Beast Tamers' Coalition
Biggest Sword Society
Concerned Kartosian Citizens
Cuisine Masters of Kartosia
Puzzle Lords
Horse Club
All across the grand kingdom of Kartosia, exists various guilds and groups that serve their own purposes - some of which have existed for thousands of years. The Dwellers tend to organize in order to further their mutual goals - money, fame, power, knowledge, brotherhood. Some simply just exist as social clubs for hobbies and crafts. Regardless of the factions of which you may belong, one thing is for sure: Dwellers operate best in packs.
[When you build your character, you may choose whether or not you would like to belong to a faction. Some factions may help you and hurt you, depending on your choice: but this entirely depends on the alignment and goals of the faction. Organizations marked with a * are unplayable unless specifically discussed with the DM.]
Artisan Guilds:
Alchemist's Guild
A society of alchemists dedicated to scientific research of new natural phenomena and creating all sorts of concoctions for everyday use.
Artists of Kartosia
Where sculptors, painters, and poets alike all present and exchange their craft and learn from one another.
Brewers United
The finest ales and liquors are produced at this union of brewers, often shared with others to find the perfect alcohol.
Calligrapher's Guild
The art of writing and calligraphy is truly more refined than it looks. This guild seeks to perfect this strange art, a select some for magical purposes such as scrolls and spellbound texts.
Carpenter's Guild
Not to be confused with the Woodcarver's union, this society of woodworkers seeks to build sustainable and revolutionary architecture for the future.
Cartographer's Guild
The world of Kartosia is still largely uncharted with many mysteries to explore: these cartographers wish to map out the continent and all of its unknowns for future generations.
Doctor's Society
A union of medical professionals seeking to find the cures to Kartosia's most dangerous diseases and prevent their spread, while always finding ways to help those who need it.
Farmer's Guild
Professional agriculturalists who seek to develop their crops and land peacefully, and bring the most bountiful harvests to the land.
Glassblower's Guild
From the smallest of trinkets to the greatest of art displays, the glassblower's union can do it all. Showcases of beautiful works regularly go on display at the guild meetings.
Jeweler's Guild
The jewel craftsman's guild is meant to create the most beautiful of body accessories from the greatest of Faustinia's blessings.
Leatherworker's Union
From the hide of animals onto clothes, bags, and all sorts of accessories, the leatherworker's union delivers the finest of products to their customers.
Musician's Guild
Music of the world, the Musician's Guild is a host to a variety of entertainment acts from bards to professional dancers and singers, and all sorts of bands. The world's entertainment industry relies greatly on this guild.
Potter's Guild
Developers of fine china and pottery, this guild's artwork and devices serve many places from outhouses to banquet halls.
Smith's Guild
Developers of fine weaponry from the smallest of knives to the greatest of axes, this guild's metalworkers can develop just about anything with a hammer, furnace, and anvil.
Tailor's Guild
Keeping Kartosian citizens clothed is a serious matter: the Tailor's guild ensures the finest of threads are worn on the best tailors and customers. However, everyday practical clothing is what most customers of this guild wear.
Tinkerer's Guild
Some simply aren't satisfied with the way the world works: the Tinkerer's guild is a smorgasbord of innovation and ingenuity to develop unique artifacts that serve many unlikely purposes.
Weaver's Guild
Basketry and blankets. The Weaver's guild is not well-known, but the world relies on them more than it thinks it does.
Woodcarver's Union
Their canvas are the trees brought forth from Ambriel's lands: carving the world into a beautiful image.
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Magical Practitioners:
Archivers of Magical Knowledge
The world is rich with many different forms of magic: the Archivers seek to record and preserve all of the world's magical knowledge to share with the world.
Clairvoyant Visionaries
Clairvoyants have many abilities, such as seeing into the future and communicating with the dead. This faction seeks to increase the power of clairvoyants and push their limits toward new boundaries.
Kings of Schunamaaru
Descendants of the philosophy of the King of Sages, Schunamaaru, this faction seeks to experiment with magic to create new spells to make the world more technologically advanced.
Lightbreathers
The Lightbreathers are a faction of unique magic specifically dedicated to the destruction of the unliving and dark magic, seeking to possess the Flame of Light as a source of magic to drive the evils of the world away.
Luck Lords
The Luck Lords were built on the research and development of "Magical Luck Artifacts", which are said to be able to grant wishes and incredible gifts of power and wealth to those who possess them.
The Black Hand*
A nefarious guild of dark magic who seeks to use the dark powers of the void and dark artifacts to study ancient, forbidden spells and objects and extract their power.
The Olive Branch
A guild comprised largely of druids who seek to protect the natural lands from the perils of industrialization and dark destruction with magic of the wildlands.
The Scholars of Ezaloque*
Students of the great wizard and engineer, Ezaloque, who sought to imbue contraptions and automatons with magic to create a technologically advanced society using magical means. The Scholars of Ezaloque were the first to be able to create a flying city, using Ezaloque's blueprints. The entire group resides within the Flying Citadel of Ezaloque.
Sorcerers' Haven
A guild for those with the innate gift of magic that desire to strengthen and bolster this power.
Summoner's Guild
The Summoners seek to balance the light and darkness of the creatures of the world by taming them and using them as eidolons to serve their purposes both for societal progress and in battle.
Wedge Lords
Great admirers of the works of Kochban, the Wedge Lords seek to perfect dimensional travel to open a portal to the Wedge Plane and reside there peacefully.
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Mercenary Bands:
Brotherhood of the Mammoth
A mercenary group dedicated to the pursuit of physical strength and power to overcome any opponent in hand to hand combat. Wielding the mightiest of weapons with ease, armies flee when they hear the Brotherhood of the Mammoth approaches.
Call of the Bandit
Call of the Bandit consists of several ragtag bandit groups that have aligned with one another. They have assembled at a strongly organizational level, and can level villages and towns, taking everything they have. The Call of the Bandit can steal or destroy anything for the right price.
Coldhearted Ones
Stone-cold killers who the former head of the Versus Family, Daelo, once spoke of as, "The dwellers who have managed to make the Flame of Light freeze in their own souls". The Cold-Hearted Ones will take on any task, no matter how cruel or evil, just to line their own pockets.
Fugitives of the Damned
Beastfolk, condemned by the council of Kartosia, have recently assembled this group of some of the Beastfolk's mightiest. They move quickly, effectively, and are difficult to match in combat. Some say the Fugitives of the Damned have a particular cruelty towards those outside of their own kind as retribution for their own suffering.
Ironbrand Army
An old mercenary faction consisting of knights and ronin who have been left masterless by sieges of their cities and towns. Serving a new purpose of order and loyalty, the Ironbrand Army serves only its commanders who often travel from city to city to give them protection from outsiders for the right price.
Onyx Demons
These mercenaries are named as such for their tendency to strike in complete darkness, unseen by the mortal eye. These black knights are most skilled at espionage and ambushes, entirely annihilating entire armies unfortunate enough to be unprepared for their attack.
Pirates of Capra
Natives to the cold land of Capra, these pirates are the only ones who can claim to have sailed the Pitch Black Sea between Tokina and Capra and live to tell the tale. They regularly execute raids on the waters of Kartosia, both through the ocean and rivers, and beachfront raids and assaults have become increasingly common from these hardened seafarers.
Sunwalkers*
The Sunwalkers are a smaller, elite unit dedicated to "the glory of war under the torch of Ael". They are known for their glaringly beautiful yellow and orange armor that shines in the light of the sun. The Sunwalkers rarely take on jobs unless they are considered impossible to perform by any other third party. However, when they do, they are nigh unstoppable.
Swamp Lizards
Lizardfolk are known for their ability to reproduce rapidly at the cost of a reduced lifespan. The Swamp Lizards are such a tribe: they exist within the corners of the unexplored swamps and marshlands and launch attacks in outrageous numbers on their giant rat mounts. While the truly talented warriors are few and far between in this tribe, their sheer numbers are enough to overwhelm most.
The Heistlords*
The Heistlords are not fond of battle: in fact, they take jobs that avoid combat almost entirely, and fall back on it only as a last resort. The Heistlords are skilled kidnappers, ransomers, thieves, diplomats and deceivers who can blend in wherever they go and accomplish their task before anyone had ever known that they were there: but they enjoy making scenes when it is necessary, thriving off of the dramatic tension.
White Raptors
Perhaps the most ancient of all of the mercenary groups in Kartosia, it was originally founded by the namesake of the continent itself, King Kartosh of Versus. The White Raptors were made to spread all across the Kingdom of Kartosia in small, elite units to protect people from the Legion and build magical circles. Now, the White Raptors are few in number, but their ability to crush darkness and demons has not faltered.
Zuzu Shipping Company*
Perhaps the most underhanded of the mercenary groups, the Zuzu Shipping Company is a mercenary band that only works for themselves. Seizing trade routes by land and sea and charging others massive sums to move goods through the lands peacefully, the Zuzu Shipping Company has become one of the most hated groups. On occasion, they may work with nearby kingdoms in order to ascertain these routes by any means necessary.
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Political Groups:
Children of the Void*
Officially considered a terrorist group by the nation of Kartosia, the Children of the Void are a small group with one sole purpose: to re-open the Void and destroy the world by resurrecting Agamemnon. The most active members of this group are wanted criminals by the kingdom, reviled to the point where housing such an individual is considered a crime punishable by death. These criminals are considered highly dangerous and should be avoided at all costs.
Harvesters of Sa'arit
A philanthropic organization that frequently operates outside of the law to give aid to Beastfolk and the poor by funneling money and food into splinter camps that house them outside of the jurisdiction of the high council. Named for the deceased royal philanthropist, Sa'arit Reighlarc, the organization actively seeks out those affected by the decisions of the ruling government and provides them the aid they need to safely live in peace.
Kartosian Guard
The stalwart defenders of Kartosia and enforcers of its laws. They are sworn by oath to protect Kartosia and its people, and whenever necessary, fight to protect them. However, the Kartosian Guard corresponds directly with the orders of the High Council and actively carries out their commands, regardless of their nature.
Leopards of the Red Cape
An extremist sect of Beastfolk rebels that believes in a violent revolution and overthrow of mankind in order to preserve the sanctity of the beastfolk, having carried out the Harvest Day Massacre in Samadel. Leopards of the Red Cape members are considered criminals by the Kingdom of Kartosia, and are often executed on the spot when found or rounded up and sent to the gallows. Some say that the Leopards of the Red Cape are less prolific than claimed by the Kingdom and are used as an excuse to murder problematic beastfolk that oppose the high council's regime.
The Beasts
An organized group of Beastfolk who oppose the high council's ruling of the "exile or death" policy from Samadel, and seek its repeal. They often work with groups such as the Harvesters of Sa'arit to organize protests against the High Council, but are often quashed by the guard.
The High Council*
An alliance of twelve wealthy royal families that directly correspond with the family line of Versus who act as the governing body of Kartosia. The High Council's decisions, such as the Beastfolk's "exile or death" law, completely locking off the Council's personal city of Arthuria to the public, redirecting taxation to the city's development and the monopolization of trade routes have made them incredibly controversial and opposed, but many claim their iron rule protects the people of Kartosia. One thing is for sure though: they operate in complete discretion.
Voice of the Ancestors
This group believes in the complete deposition of the High Council, claiming that "only those with the blood of Gods has the right to rule", restoring the rule to the line of Versus and re-establishing themselves under the dominion of the Gods that live on Mt. Shira. The Voice of the Ancestors is considered a terrorist group, but is not treated with the same priority that the Children of the Void or the Leopards of the Red Cape are, since the group is largely harmless and consists of elderly scholars.
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Religious Orders:
Faustinian Priests
Faustinian Priests are often dwellers of the mines, seeking to bond once again with the remaining giants, many priests having formed bonds with the giants and golems beneath the earth. The Faustinian Priests are often caretakers of the Tidemasters wounded in battle.
Followers of Ambriel
Dwellers of the forest who worship Ambriel. Largely unproblematic.
Kartosh's Light
An organization of religion that worships Kartosh. People are often split on whether to consider Kartosh a god, since he was not born from the original light of Ael and instead "appointed" as such with the Eye of Ael.
Paladins of Palac
Worshippers of the sleeping giant, Palac. They intend to one day resurrect him from his eternal slumber, and are vastly opposed to Kartosh's Light and the Sons of Cymathane. Their current goal is to locate or reconstruct the Gate Key which Kartosh destroyed ages ago.
Sons of Cymathane
Followers of the war god Cymathane. Many sects are extremist warlike tribes, often predominantly Orcish, who seek nothing but the passion of battle, and often target anyone they can find for a fight, regardless of who they are. Nomadic Son groups, however, are relatively uncommon.
The Ferrymen
Followers of the Lord of the Wedge, Kochban. Many Ferrymen are also Wedge Lords who seek the peaceful life of the Wedge Plane without experiencing death.
The Tidemasters
Followers of the master of the Ocean, Apphonialas. They regularly assist with the White Raptors to keep the void at bay. Tidemasters are often highly trained units in order to dispatch large demons, and many of the Tidemasters are responsible for the apprehension of high ranking members of the Children of the Void.
Torchbearers of the Eternal Flame
Worshippers of the original god, Ael. Many of the followers of Ael exile and condemn the other gods, as they are largely imperfect, unlike Ael. While most recognize Ael as the supreme god, Torchbearer sects are rare as a result of the extremism involved, and the lack of Ael's presence in the world after Palac's slumber.
Winds of Shirayhoo
Followers of the goddess of the wind, Shirayhoo. Largely uninvolved with the matters of the world, most Shirayhoo sects are isolated away from society, so little is known about the activities of the congregations of the Winds.
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Renowned Families:
Borgant*
One of the twelve royal families with a seat at the high council, occupying the ninth chair. House Borgant controls a massive stake in property across Kartosia in many towns and villages, directly responsible for their infrastructure. However, in recent times, much of the infrastructure is compromised while taxes are still being collected, generating a collective dislike towards the Borgant's business practices. Their lord is Silvirus Borgant, known to be a ruthless, cunning man.
Braute*
One of the twelve royal families with a seat at the high council, occupying the first chair. The Braute family has existed for generations, controlling much of the agriculture and livestock land and transportation routes for feeding cities and villages. The lord is Heylan Braute, a known restaurateur and inn-owner who has stake in most resting and dining establishments across Samadel. Legend says he is one of, if not the greatest chef in Kartosia.
Calbonaris
Canova
Damantus
One of the families of the council of 12, and perhaps one of its only elven representatives. The Lord, Arolas Damantus, is often at odds with the Faustinian Priests who protect the mines, while the Damantus family specializes in mining, leaving many caves once blessed by Faustinia bare, which have resulted in skirmishes and losses on both sides. Arolas is also no friend to the followers of Ambriel, the more meek acolytes, who have fled the forests that have been completely deforested. This gives Arolas a near monopoly on the exports of steel, stone, wood, and precious minerals. Arolas has many forests of his own dedicated to housing the elven population of his family, making him disliked generally by most priests, druids, and non-royal elves.
Dariante
Gainsman
Highbrook
Jesh
Kaisaki
LaViolette
Paltrow
Reighlarc
A lost clan who once held a seat at the high council, as the sole representative of the Torchborne, a supposedly extinct race of people who were said to be apostles of Ael from forgotten time, the Reighlarcs being the last of their kind. The former lord, Sa'arit Reighlarc was a philanthropist who used his wealth and influence to help the poor and beastfolk alike. However, their clan fell a meager five years ago, when Sa'arit declared war against the Young, Borgant, Sevilon, Damantus and Rose clans claiming they had abused their powers of their seat. The Reighlarc clan fought hard but lost, dealing significant damage to the other families, permanently maiming Lord Young and Lord Borgant, and killing the former Lord of the house of Rose, Aman Rose. This war became known as the "Last Torchborne War". To this day, nobody knows if any remaining Torchborne have survived, and the other contenders of the war are generally not well-liked by the people.
Rose
Perhaps one of the oldest families, this family earned its respect alongside the White Raptors in combating the forces of Osaeris, and now holds one of the 12 seats at the high table. The Roses are an ancient clan of warriors that seek one thing only: to serve their name and country as the most esteemed and noble fighters. The Rose family controls a majority of the caravans in Kartosia for crafting and selling various types of weapons and armor. The lord is Tylas Rose, a newly appointed patriarch who seeks to return to the Rose's old roots of chivalry and honor as opposed to politics of the land. The high council often relies on the Rose family to be warriors to enforce their rulings, as many of their kinsmen are among the most legendary of battlers on the continent. In the past, the Rose family was responsible for many atrocities and shady activities under the Council's jurisdiction, but their new leader seeks to right the wrongs of the past and reforge their image.
Rumor
One of the 12 families at the high table, the Rumor family is versed in all forms of magical means, and often supplies materials and scholars to many of the magical operations that exist within the borders of Kartosia. The Rumor family holds some of the finest mages, incredibly skilled and deadly, who often execute the will of the High Council, save for mercenary work, as the family believes that "petty squabbles of bloodshed are beneath us." The leader of the family is Alexandrickson Rumor, a young but capable mage who is the headmaster of the exclusive Hevilleau Royal Academy.
Sapphire
Sevilon
One of the 12 families at the high table, the Sevilon family works as an agency of the Young family as contractors for infrastructure development and transportation. The Sevilon family, over the past 1200 years, has dedicated their time to creating the large pathway system of roads that connect all of the cities and towns of Kartosia, known as the "Sevilon Roads". In the service of the Young family, many roads have been neglected, with new and refurbished ones only leading to land areas that both families jointly own. Rumors say that the Sevilon family directly employs the Zuzu shipping company. The lord is Siriem Sevilon, a soft-spoken man who ruthlessly commands whoever is in his employ. He is rarely seen outside of the operations of the High Council, making him as elusive as he is reclusive.
Tuoka
Versus
Young
A family with the seat at the high table and perhaps one of the most powerful, the Young family owns a humongous portion of land throughout Kartosia, and taxes it greatly, while offering little to no support for the communities they tax, redirecting most of his accumulated wealth to the royal facilities of Samadel. Much of the poverty throughout Kartosia is often blamed on this family: but their massive wealth allows them to hire large mercenary forces and private guerrilla armies to enforce these unfair policies. The Lord is Kyle Young, who is missing his left leg below the knee after a battle with Sa'arit Reighlarc. He is rarely seen anywhere outside of restricted areas in Samadel or private council meetings, making him a rather shadowy and unknown figure.
Zayne
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Research Facilities:
Dep Demozepep's College for Artifacts of Legend
Named after the defected legionnaire, Dep Demozepep, who used his powers to help the Dwellers. Interesting historical artifacts, both magical and non-magical, are studied and preserved here. Most ancient ruins of past buildings are under the protection of the college to educate future generations.
Hunters of Ancient History
For those not satisfied with what is known, the Hunters of Ancient History seek the information that has been lost to the sands of time. Kartosia is a vast land with battles and cities that have been long forgotten, and this organization seeks to bring these past truths into the light of the world.
Kartosian Naturalist Society
The continent of Kartosia is full of odd flora and fauna, with millions of species that have yet to be documented. The Kartosian Naturalist Society collects samples of such specimens to record them and protect them from those who would harm them.
Larsian Seekers
These thrillseekers believe that Palac's Workshop is filled with amazing artifacts, and his fortress contains wonders yet unknown. This organization's sole purpose is to find and unlock this place to uncover the oddities that lie within.
Library of Kartosh
Perhaps the most neutral organization of all, this library has multiple locations all over the continent, which contain textbooks, scrolls, and literature that details in length the history of Kartosia, as well as many different crafts and sciences. If there is unknown information about the world, the Library seeks to archive it and make it available to anyone who visits.
Violet Portal Society
Some conspiracy theorists say that the land of Kartosia is not all there is to the world. Various dimensions and planes are theorized to exist beyond the land of the physical, proven by the tale of the portal Kartosh used to take to the Wedge Plane. Whatever is out there, the Violet Portal Society is determined to find it.
Secret Societies:
Coven of Thieves*
The greatest of larcenists congregate here in this shadowy organization to pull off the greatest heists. The Coven of Thieves operates in complete darkness, unlike the Heistlords, managing to capture some of the most priceless artifacts on the face of the continent.
End of Daybreak
An organization comprised entirely of vampires whose sole purpose is to recreate the Scarlet Sun, the curse which blotted out the Torch of Ael and brought an age of darkness to the land. These nefarious entities lie in the corners of the world, plotting their takeover, seeking the shard of the Demiurge to cast a spell of great darkness.
Fang of the Basilisk
A guild of assassins who operate as lone wolves, blending in with their surroundings, and striking without warning or witnesses. Their marks all share one singular trait: the victim is turned to stone after their death, preserving their faces often twisted in surprise or horror. Their works are said to be inspired by the legendary serial killer, Tullio the Basilisk. Even members of the families within the High Council are not immune if the right price is paid.
Masked Court
A circle of anonymous, wealthy elites said to hold meetings in an undisclosed location somewhere in Kartosia, which is constantly changing. Some say that the Masked Court are the real governing body of the land, using their wealth and influence to control all political matters, while others say the Court doesn't even exist at all. There is only one defining characteristic of the court: white masks supposedly made of crystals built in perfect formation.
Moonkeepers
Information is a currency, and the Moonkeepers deal in it. Sources of who's going where and why, and secrets hidden even from the most high-ranking government officials are traded among the Moonkeepers. If you're looking for something or someone important, or have a question that cannot be answered by ordinary means, the Moonkeepers can help...if you have something they want.
Ravensbeak Hollow
Shadow Mafia
Shira's Watchtower
The Magic Circle
Social Clubs:
Beast Tamers' Coalition
Biggest Sword Society
Concerned Kartosian Citizens
Cuisine Masters of Kartosia
Puzzle Lords
Horse Club