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Factions & Societies

Factions and Societies

There are countless factions and societies in Avaleen that influence the course of society and its people. Listed here are a few of those you might encounter during a campaign, but certainly not all. As a GM you are welcome to create your own allies and adversaries in factions, guilds, ruling bodies, collectives, religious sects, and secret socities and so on.

This article contains an overview of the factions and societies of note that make Avaleen live, breathe, and work. If I have expanded the organization, there will be an article linked as well.

Aeos Reserve

The Aeos Reserve is a beacon of knowledge and influence in Avaleen, seated in the Kingdom of Couralis. Though officially neutral, its discoveries often send ripples across the world, influencing politics, conflicts, and even divine power. Artifacts unearthed by its scholars have sparked wars, while breakthroughs in magic have shifted the balance in longstanding rivalries. Despite its ideals, the Reserve is not without its detractors. Some accuse it of hoarding knowledge or meddling in matters best left untouched. Others suspect that its neutral stance is a façade masking secret agendas or alliances with powerful factions.

Bustling with activity at all hours, the Reserve’s corridors echo with the hum of incantations, the scratch of quills on parchment, and the animated debates of scholars. While discipline and focus are highly valued, collaboration and diverse thought are encouraged. At the Reserve's heart lies the Sanctum Gardens, an enchanted, ever-blooming space where students and researchers gather for reflection, discussion, or celebration.

Bound by the Oath, members pledge to seek truth without causing harm to Avaleen or its inhabitants. This fosters a profound sense of responsibility, even as the pursuit of knowledge often leads into uncharted and perilous territory.

Situated atop the crystalline cliffs of Lytharion Ridge just outside Solathra, the Reserve overlooks the shimmering expanse of Celestine Lake, where the water reflects the sky in an ethereal display. Its architecture melds ancient craftsmanship with arcane innovation, featuring towering spires that pulse faintly with magical energy, celestial-engraved domes, and suspended pathways woven with enchantments. The Aeos Reserve stands as a symbol of Avaleen’s pursuit of understanding, a place where the mysteries of the world are unraveled—though not without risk of unforeseen consequences.

Cerrion Assembly

The Cerrion Assembly was established centuries before the fall of Zion during the Age of Arcanists as a response to the unchecked proliferation of dangerous magical experiments across Avaleen. Initially, the Assembly’s purpose was clear: to act as a governing body that could regulate the use of magic, prevent misuse, and keep arcane knowledge from falling into the wrong hands. They positioned themselves as the ultimate authority over magical research, enforcing strict codes of conduct and laws regarding the use of arcane powers. Zion, at this time, was a hub for magical discovery, mining and experimentation. However, the city’s rapid technological and magical advancements also attracted dangerous ambitions, both internal and external. The Assembly’s role was to keep these ambitions in check, ensuring that no single entity or faction could wield arcane power without oversight.

In the wake of Zion’s fall, the Cerrion Assembly’s role evolved. While they were once seen as a necessary and trustworthy force for protecting the world from rogue magic, their growing power led to increasing corruption. They began to hoard magical knowledge, keeping powerful artifacts and arcane secrets for themselves. They manipulated politics, quietly pushing the boundaries of their authority to ensure their dominance. Their leaders, once revered as scholars, now saw themselves as the true arbiters of Avaleen’s magical future.

The Assembly may have been founded to prevent the misuse of magic, but it has become the very thing it once sought to protect the world from.

Council of Agartha

The Council of Agartha serves as the central ruling body of the The Akati Empire , a collective of influential representatives of the five akati tribes who guide its policies, resolve disputes, and oversee its sprawling territories. The Council is meant to ensure a balance of power and provide a forum where competing interests are addressed collaboratively.

Council members are appointed to represent their regions or institutions, each wielding substantial authority and autonomy within their domains. Decisions are made through a voting system, with each member casting one vote on matters brought before the Council.

However, the structure of the Council often leads to stalemates, especially since the inclusion of Arik Ondana in 1130 CE, the young artificer who joined as the second representative of Triyes, creating an even number of members. To mitigate deadlocks, Regent Misha Eldter , as the nominal head of the Council, holds the right to sway votes in the event of a tie. This power is both a practical solution and a contentious point, as it places significant authority in the hands of the Regent. While the Regent’s role is intended to act as a neutral arbiter, critics argue that it can be wielded to favor specific agendas.

The rest of the Council consists of Vista of the Aadam, Cultivator Wanda of the Roya, Jira Seora Atal of Triyes, Elder Elmira Delid , and General Maesia Mijinn of the Mora. The Council meets regularly in the Citadel, high in the tower in a circular chamber designed to encourage equal discourse. Here, debates are often heated. Matters of imperial importance, from military campaigns to trade agreements, are dissected and deliberated upon, often over weeks of negotiations. Despite its collaborative ethos, the Council is far from unified. Personal rivalries and ideological divides often complicate proceedings. Yet, this dynamic system of checks and balances remains the backbone of the Empire’s governance, ensuring that no single faction wields unchecked power within Agartha.

Other articles on this subject:

Regent of the Akati Empire
Rank/Title | Dec 25, 2024

The Dusk Order

The Dusk Order is a religious order guided by the favor of Ithe , the Duskmaiden which was founded in the wake of the Second Sundering. Publicly they are dedicated caretakers, running famous archives worldwide - the first and largest being in Lossorach on the continent of Khorun . They are support workers and grief counselors known for their wisdom and gentleness, guiding those in need through the transition between life and death. Members of the Dusk Order often see the worst moments of a person's life and are there to witness the last. Despite this heavy burden, they see themselves as vessels and for them, the burden is light to carry.

With this said, many members of the Dusk Order do not consider themselves zealous worshippers of Ithe, but do pay homage to her in many ways. Less publicly they are a covert order of highly trained mages and monks who have made a sacred vow to eradicate the perverted practices of necromancy and undeath. They are ruthless in their hunt, fatally effective, and never tire. There is no grey area for them when it comes to undead. If someone shows even the faintest hint of undead taint, they have to be disposed of in a way that will forever prevent reincarnation, rebirth, or revival.

Other articles on the subject:

The Dusk Order
Organization | Dec 25, 2024
Monk - Way of the Mora, Way of the Dusk Order
Generic article | Dec 10, 2024

Illevan Court

The Illevan Court stands as a fragmented but deeply influential remnant of the once-mighty Illevan civilization, now a shadow of its former glory. Rooted in the legacy of the City of Stars, Japhaia, the Court carries the weight of its people’s history, ambition, and tragic downfall. Though scattered across Avaleen and beyond, the Court persists as a loose confederation of Illevan leaders, nobles, and scholars, each vying for power and influence in a bid to restore their race to prominence. At the Court’s heart lies a burning ambition to reclaim lost glory.

Its leaders still see themselves as heirs to greatness, though their methods diverge sharply. Some seek alliances with Avaleen’s powers, wielding knowledge and invention as tools of diplomacy. Others follow a more violent path, epitomized by the young dissidents of the Sangoran mountains, led by their charismatic general. This general’s rallying cry echoes across the Court, stirring unrest and challenging the fragile peace of the Accords that once promised stability for the Illevan remnants.

With the royal heir of Illeva missing, it is only a matter of time before the Court must take a stance.

Illevan Insurrection

The Insurrection emerged as a powerful rebellion fueled by the chaos left in the wake of the Shadow Wars and the devastation wrought by the akatian raids on Japhaia. The Shadow Wars, a brutal conflict between rivals akati and illevan, ancient elven races and their mortal agents, fractured Avaleen, leaving vast regions destabilized and vulnerable. Their raids reduced the city to ash, its people scattered, enslaved, or killed, and its legacy erased. Japhaia’s destruction served as a breaking point for the Illevans.

With their homeland ravaged and faith in the divine and ruling powers shattered, survivors rallied under a common cause: vengeance and rebellion. The movement, initially fueled by anger at the akati, quickly expanded to target Khorun’s ruling systems, which they viewed as complicit in the chaos. As the insurrection spread, Alexandre Kollisi and his ódir (brother-of-heart) James O'Hagan seized control, offering leadership and the muscle of the Red Division. Under Kollisi’s firm hand, the rebellion evolved from a disorganized uprising into a disciplined and relentless force.

Mithril Conclave

The Mithril Conclave is for most people synonymous with smuggling. Thriving on the illicit trade of Gio’s most coveted resource and actively undermining other trade routes with a variety of goods. Whether it’s raw mithril ore, enchanted contraband, or forbidden arcane relics, the Mithril Conclave ensures it reaches its buyers - no questions asked. That goes for people too.

The Conclave is ruled by the Unseen Circle, a cabal of enigmatic leaders whose names and faces are known only to each other. Even within their inner circles, the Circle's members interact through coded messages and magical proxies, preserving their anonymity through layers of deception. Reporting directly to them are the Silkmasters, seasoned operatives who oversee smuggling routes and underground markets. Their business is protected by the Hands who act as enforcers. Skilled in combat and adept at covering their tracks, they escort smuggling caravans, protect secret caches, and deal with those who pose a threat. The Conclave's intelligence arm is run by the Hollow Ones who gather information from every corner of Gio and Avaleen.

For the merchants and traders of Gio, the Conclave represents a necessary evil. Its network ensures that mithril and other goods flow, even to buyers deemed too risky or unsavory for legitimate channels. Despite its dark reputation, the Conclave invests in the communities it exploits, funding festivals, repairing infrastructure, and ensuring that its workers are better paid than their legitimate counterparts. This calculated generosity fosters a begrudging loyalty among Gio’s populace, even as the Conclave’s grip tightens around their lives.

Articles with further information:

The Mithril Conclave
Organization | Dec 25, 2024

Omored Court

The Omored Court was established after the Concord of Free Waters, a legendary summit of pirate lords and trade magnates who realized that shared governance offered more profit and stability than endless conflict. It was agreed that Varu would remain neutral territory, governed not by any single entity but by a council representing all significant seafaring interests.

The Court functions as a fluid oligarchy. Membership is neither hereditary nor permanent; it is earned and maintained through influence, wealth, and a demonstration of power.

The Omored Court of Varu is a testament to the resilience and ingenuity of those who call the sea their home. While the Court’s members may squabble and scheme, they share a common understanding: Varu’s freedom is their freedom, and its prosperity is their lifeblood. It stands on three principles: Neutrality, taking no side in any conflict. Free trade, the islands impose minimal tariffs, though profits are taxed to fund the Court and Varu's defenses. The Salted Law, which is a loose maritime code that forbids slavery, and piracy against ships flying Varuvian colors.

Varu has become a melting pot of cultures, where the world’s outcasts, adventurers, and dreamers converge. Its bazaars are legendary, offering everything from exotic spices to ancient artifacts. The island's taverns echo with tales of the high seas, and its ports teem with vessels from every corner of the world.

Despite—or perhaps because of—its chaotic origins, the Omored Court has fostered a fiercely independent society. Varu is both a sanctuary and a proving ground for those who live by the sea’s unpredictable tides.

Related articles:

Omored Pirate (Background)

You are a child of the Morimyr Ocean, born to its vastness, storms, and hidden wonders. Whether you grew up among the Varu, the ocean’s enigmatic islands with their thriving, diverse cultures, or aboard a wandering ship that called no port home, the sea is in your blood. You know its moods, its dangers, and its beauty, and you’ve learned to navigate the balance between its gifts and its perils.

This background offers two distinct variants: the Buccaneer, a daring sailor who lives for the thrill of the high seas, and the Janobin Cleric, a devoted follower of a sea religion inspired by the freedom and spirit of birds.

Variant: Buccaneer

You thrive on the thrill of open water and the freedom of the sea. Whether you’re a privateer, a pirate, or simply a daring mariner, you’re most at home on the deck of a ship. Replace Born of the Waves with Sea Raider’s Grit, which allows you to spot ships or other watercraft at twice the normal range and grants advantage on Charisma checks to influence sailors.

Variant: Janobin Cleric

You follow the teachings of Janobin, the avian deity of freedom, clarity, and the sky above the waves. You often wear birdlike adornments and treat feathers as sacred symbols. Replace Born of the Waves with Skyward Devotion, granting you the ability to sense the direction of the wind at all times and advantage on Wisdom (Insight) checks to discern deception or dishonesty.


 

Skill Proficiencies Choose two from Athletics, Perception, Survival, or Nature.
Tool Proficiencies Navigator’s tools or vehicles (water).
Languages One language of your choice (often the tongue of a distant port, an island dialect, or the melodic chants of seafolk).
Equipment

  • A weathered set of traveler’s clothes designed for the ocean’s climate.
  • A keepsake from your oceanic home, such as a carved seashell, a feather amulet, or a scrap of sailcloth.
  • A small trinket from a distant place (roll on the Trinkets table for inspiration).
  • A pouch containing 15 gp.

Features

Born of the Waves.

You instinctively understand the rhythms of the sea and the signs it provides. You can always recall the general direction of true north, predict basic weather patterns for the next 24 hours, and locate nearby sources of fresh water when near the coast. You also know how to operate small watercraft and can navigate by the stars when visible.

If your adventures take you far from the ocean, you remain attuned to the natural world, able to adapt your skills to similar survival tasks in other terrains.

Suggested Characteristics

Morimyr Voyagers are shaped by their time at sea, and their traits reflect the freedom and unpredictability of the ocean.

Traits

Ideal

Bond

Flaw

Omored Court
Organization | Dec 25, 2024

Onyx Council

The Kingdom of Lossorach is the largest realm on Khorun is ruled by the Onyx Council, a collective of twelve powerful figures who wield absolute authority helmed by the Umbra King. They rule with an iron hand from the Obsidian Citadel in Pelveron, weaving dark sorcery, brutal pragmatism, and unrelenting ambition to dominate both earth and sky. A goal that came true when they managed to colonize Gio during the Age of Arcanists. Once believed to be uninhabitable, the moon's craters now host mining colonies. The Council ensures Gio's compliance, extracting the moon's treasures at any cost.

Beneath the Obsidian Citadel lies the Vaults where ancient artifacts and moon-forged relics are hoarded, their magic binding the kingdom's might.

The Red Division

This is the name of the special forces unity of the military organization called the Sangoran Syndicate, but they are so much more than that. They have become a symbol of the harsh, unyielding nature of Sangora itself. Their reputation is built on fear, brutality, and a fanatical commitment to enforcing the will of their Syndicate. Once tasked with espionage and covert operations, they now operate mainly as enforcers, assassins, and shock troops. Their presence alone is usually enough to bring most dissenters into line. They are recognized by their cruel efficiency and crimson uniforms.

The Red Division embodies everything outsiders dread about Sangora: ruthlessness, unrelenting violence, and a willingness to sacrifice anything for dominance. With their purpose reshaped these days - members are often recruited from the most dangerous and volatile individuals Sangora has to offer, misfits, criminals, and combat veterans who have little left to lose. They undergo grueling training and conditioning that strips away any trace of humanity, leaving behind only obedience and an instinct for survival at all costs.

Each soldier of the Red Division is trained to endure extreme conditions, making them perfectly suited to the harsh wilderness of Khorun and the smoky, sulfurous environment of Sangora. Strategically, the Red Division serves as the Syndicate's tool for maintaining control over the fractious and violent populace of Sangora. They root out rebellion with swift and brutal efficiency, their operations often leaving scorched earth in their wake.

Outside of Sangora, they are the Syndicate's front line in projecting power beyond their borders, whether by conquering new territories or quelling uprisings in disputed lands. While their methods are feared and hated, their effectiveness is undeniable. In Sangora, survival is paramount, and the Red Division ensures that the Syndicate remains at the top of the food chain. In the shadow of the spitting fire mountains, they are the guardians of Sangora's lawless law, and their name alone is enough to chill the blood of those who hear it whispered in the smoky, sulfur-scented air.

Sangoran Syndicate

The Sangoran Syndicate is a guerilla militia turned de facto ruler of Sangora, led with ruthless efficiency by its enigmatic leader, Alexandre Kollisi . Emerging from the ashes of rebellion and conflict, the Syndicate has supplanted traditional governance, carving out its dominance in Sangora’s hostile and chaotic landscape. Its influence stretches across multiple hubs, from the sprawling urban base of Syndicate Base 19 to clandestine outposts hidden deep within the wilderness.

Far from a legitimate government, the Syndicate rose to power as a defiant force against established order, its roots entwined with the infamous Illevan Insurrection. This rebellion began in the wake of the catastrophic razing of Japhaia, an event that left the entire city devastated and sparked widespread dissent. The Syndicate capitalized on this turmoil, uniting warlords, outlaws, and those disillusioned with the Akati Empire’s powers into a single, dominant force. Under Kollisi’s command, the Syndicate thrives on exploitation, from Sangora’s rare mineral deposits to its burgeoning black markets. Forced labor fuels its treacherous mines, while smuggling, mercenary contracts, and underworld dealings provide the lifeblood of its economy.

With its network of bases and hidden routes, the Syndicate has become a nexus for illicit activity across northern Khorun, drawing both fear and grudging respect. Despite its dominance, the Syndicate faces enemies on all sides. Dissident factions and rival powers seek to overthrow its reign, but in Sangora’s unforgiving environment, Kollisi’s rule endures, driven by survival at any cost.

The Veinstone Guild

The Veinstone Guild is the most influential mining organization on Gio , controlling vast territories rich in minerals, gemstones, and rare metals. Its operations delve deep into the heart of Gio's crust, from the volcanic caverns of Gio’s southern ranges to the shimmering gem-veins beneath the frigid north. But their power and influence did not come without some moral sacrifices.

Founded by a consortium of dwarves, gnomes, and human entrepreneurs after the colonization, the guild has become synonymous with dirty wealth, innovation, and exploitation. They are both praised for fueling Avaleen’s resurgence with raw materials and criticized for their ruthless methods. Their headquarters are located on Gio's northern mining frontier, Rivencrag Outpost.

The Grand Overseer (currently one Zeke Eleazar ) is the main boss, the Shard Pact keeping the day-to-day running. In their employ are a multitude of miners, foremen, and guild wardens.

Despite its power, the Veinstone Guild is not invulnerable. Corruption festers within its ranks, as council members and wardens vie for position and profit. The guild’s brutal treatment of its workers and disregard for Gio’s natural balance breed resentment among the oppressed, fueling the flames of rebellion.

Moreover, the strange artifacts and creatures unearthed in Gio’s depths present challenges that no amount of drills or golems can fully contain. Rumors of cursed veins, ancient guardians, and portals to other planes whispered through the mines, spurring adventurers and fortune-seekers to challenge the guild’s authority.

The Veinstone Guild yet stands as a monolith of power and ambition, its shadow stretching across Gio and beyond. Yet, like any structure built on greed and exploitation, it carries the seeds of its own downfall. For those with the courage to oppose it, the cracks in its foundation might yet widen into gaping chasms, swallowing its empire whole.

For further reading:

The Veinstone Guild
Organization | Dec 25, 2024


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