Notable Factions
This article includes links to all of the notable factions within Karavan that either operate alongside normal governments are completely separate from them. Any groups included here are notable enough to be mentioned separately from any larger organization or region that they may be apart of.
The United Lazarus Alliance (Lazurinian)
Docar'Mior (Dragon)
Ak'teshi Empire (Cithonian)
The Praetorate of Dagroth (Cithonian)
Weymarch (Malachim)
Imperium of So'Karsa (Malachim)
Marian Kingdom (Outsider)
The Korvinhall Republic
Council of Stars (Primordials)
Clanless
Coswyan Clan
Drakha Clan
Infernis Clan
Kokoro Clan
Mechariste Clan
Myrwynn Clan
Nultharion Clan
Opulan Clan
Rabrarian Clan
Skaldrith Clan
Stratushield Clan
Sylgore Clan
Thalorian Clan
The Free Folk Clan
Thra’ka Clan
Uthkan Clan
Veladrix Clan
Vultarri Clan
Zylarian Clan
Vox Vaala
Shirotama
Alkahest Creed
The Unmaking
Occultatum
Crucible
Aria
Verdictum
Vita
Normalization
Elderwood
Exsanguis
Mournhold
The Thorns of High Verity
The Ebon Eyes
The Burrowing Owls
Ironfist League
Monasteries of the Blood Rose
Knights of Beauty
The Everlight Rangers
The Vult Institute of the Arcane
The Obscura
The Obsidian Consortium
The Order of the Crystalline Veil
The Arcane Bureau
The C.E.OOZE
The Grim Parley
Five Families
Shijin
Thieves Guilds (The Ledger, The Rumor, The Bird)
The Red Dragon Sisterhood
The Diamond Crocodile Tears Industry
The Black Coyote
The Eldritch Bureau of Containment (EBC)
ABEL
The Eightfold Brand
Nations, Empires & States
Show spoiler
The Korvinhall Republic once stood as one of Lazarus’s most promising and innovative nations, known for its advanced infrastructure, thriving economy, and vibrant culture. But one day, without warning, the entire nation vanished. The lands where Korvinhall once thrived are now a vast, eerie wilderness. No one knows the precise cause of the disappearance or what happened to its people, the Vorrathians, but the Republic’s capital, Korvina, is now an overgrown ruin, its once-grand streets now forgotten under thick vines and creeping fog. The surrounding area is considered a cursed land, hostile to any who venture into it, though no direct force seems responsible for the suffering of those who enter.
The Vorrathians were an ancient race of advanced, bioluminescent beings known for their mastery over both arcane and natural magics. Tall and willowy, their skin shimmered with streaks of silver and teal, and their hair appeared as though woven from living light. Eyes, deep pools of violet, glowed softly in the dark, and their elongated, skeletal fingers could manipulate the very fabric of time and space with a flick.
A peaceful and contemplative race, the Vorrathians once built massive libraries of knowledge, creating intricate relationships with the land itself. They communicated through a complex system of light pulses and vibrations, their cities once filled with harmonic frequencies that could resonate with the surrounding environment. They revered the moons, believing them to be sentient forces guiding their fate.
Though outsiders rarely interacted with the Vorrathians, the Republic had an outwardly peaceful reputation—until the event known as The Vanishing.
One morning, as the sun rose over the tranquil land of Korvinhall, everything changed. The great city of Korvina, along with every settlement, building, and monument in the Republic, simply disappeared. The earth itself remained, the soil undisturbed, but the once-thriving civilization was gone.
Those who later attempted to investigate found the land to be eerily silent, as if nature itself had abandoned it. What was once a place of vibrant life now felt hollow, heavy, and suffocating. Any who enter the area report an overwhelming sense of unease, a feeling that they are not welcome, even though nothing attacks them directly. However, prolonged exposure has strange effects on visitors.
Those who venture into Korvinhall’s borders are often struck by sudden illness, migraines, and an unnerving sense of disorientation. Worse, travelers returning from the land often exhibit signs of psychological decay: aggression, irritability, and a strange shift in behavior that can’t easily be explained. Some report waking up in strange locations, with no memory of how they arrived or what transpired during their time inside the cursed land. There are rumors that entire caravans have disappeared after crossing into Korvinhall, with only the sounds of their horses' hooves echoing through the empty streets.
The most concerning effect is the Psychic Malady. Anyone who spends too long in the heart of the Republic’s ruins begins to show signs of psychological corruption. Those most affected become violent, paranoid, and often speak in incoherent fragments about voices in the dark, whispers steeped in Occultism. It is said that those who remain in Korvinhall too long either become completely irrational or join the land, losing themselves entirely, their bodies merging with the earth, their minds lost to something.
Despite the curse, a small faction of explorers and treasure hunters occasionally venture into Korvinhall, driven by greed, curiosity, or the belief that the nation’s ancient arcane technologies and knowledge still lie dormant beneath the ruined streets. But the Vorrathian Relics they seek remain out of reach, shrouded in the land’s insidious aura.
Lazurinian Clans
Religious Organizations & Cults
Military and Paramilitary Organizations
Arcane Organizations
Criminal Organizations
Strange Organizations
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