Guilds, Factions, and Parties.
Notes
This is an index of all known guilds, groups, and factions as they become known. The information on them may become important enough to warrant further information, upon which they’ll get their own page and a menu link here.
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Guilds
- Red Rock Golemancer Guild – Founded by Kittori Golemaker, they are the premier guild for producing golems for the people. Headquartered in Red Rock, they have locations in most major cities across Solethania.
- Steam Mechanica – This is the Gnome company that handles the leasing of Magic-Steam technological devices, their headquarters is in Mechanica, and they have storefronts in all major cities.
- Academia Association of the Arcane – This guild was formed by a collection of Magic Schools known as the Archmages of Ourabest in order to standardize the study and teaching of Magic. It grew in size and power as more and more schools joined, to the point there are cities that outright ban the use of magic by wizards who have not passed the Association exams. They are also known to attempt to look down upon and attempt to curb the knowledge and use of Necromancy and Conjuration Magics.
- Guild of the Arrow & Ring – Established by renowned archer Ferand, this guild of Rangers and Explorers scout the wilds and keep the rural villages safe.
- Blacksmith’s Guild – This guild trains, equips, and finds work for any and all blacksmiths. If a village is in need of a good blacksmith, they contact the Blacksmith’s Guild.
- Jewelcrafter’s Guild – Due to the small yet expensive nature of jewelry and gemstones, the Jewelcrafter’s guild attempts to provide a secure supply line for Jewelcrafters throughout the world. They also provide discounted security transport services for items that are considered masterworks or specially commissioned pieces.
- Merchant’s Guild – Members of the Merchant’s Guild are kept apprised of the most up to date trade route options, and can take advantage of Merchant Guild Caravans for long trips, and the guild can help local merchants find a place for their goods that isn’t competitive with another Merchant Guild member.
- Mason’s Guild – The skilled Stone Masons required to build large walls or castles has to come from somewhere, and when a Baron needs a new Castle, he contacts the local Mason’s Guild. A good Stone Mason may wind up traveling all over the continent during his career.
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Religious Groups
- Acolytes of Ura – Founded by the Elf woman Muria in Lightgarden, this group of organized clergy have grown to be synonymous with healing and aid. Their temples are small, and distinctively shaped like a lantern.
- The Wayfarers – This monastic order of Jatune and Wilous provides food and lodging to any peaceful travelers. Their monasteries are scattered across both continents.
- Ravens of Ustus – The members of this group are the morticians of the world, ensuring that the bodies are properly cared for in death and given a proper send off into the afterlife, as well as preventing any desecration of the entombed.
- Cult of the Eldritch God – The highly secretive and dangerous Cult of K’thikk. They seek his return, and are ruthless in their attempts to make it come to pass.
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Political Factions
- The Talin Company – Elite Dragonkind shock troopers of the Dragon Empire. Founded by Red Clan Dragonborn Bahazar Emmaanid, and is one of the few Companies that put the Empire before Clan.
- The One Arrow Company – An Elvish only faction, they are highly xenophobic and purist. Founded by the High Elf Anahuset, they wield signature bows made from the remains of the Blissom Tree.
- The Cogs & Cords Corp – The Gnomish ruling faction established by Gnoblins. There are many Gnome factions who have tried to attempt a hostile takeover of the old CCC, but none have succeeded, despite its waning power over the years.
Internationally Recognized Adventuring and Mercenary Groups
Note:
Adventuring and Mercenary Groups are a dime a dozen, and are rarely more than highly mobile, organized, and usually law abiding gangs that have been recognized by a lawful local authority. Some groups, however, have achieved particular renown and are officially recognized entities by at least one kingdom or nation.
- Company of the Five Hands – Founded by Half-Elf Brenwalyn. They are known by their symbol of five interlocking hands, and always traveling in groups of five.
- The Huntsman’s Emporium of Interesting Findings and Salvage – This group recovers lost or stolen artifacts, valuables, or special items wherever they may be or whoever may own them.
Sumalis Guilds, Groups, and Factions
Kingdoms
Sumalis is loosely divided into two kingdoms and a few semi-independent city states.
In the Northwest corner is Lament, ruled by the Lich Zulgil. He controls an area reaching from Sandy Plains, Oldun, and down to Oasis. However, he only controls Oldun. The living control Sandy Plains and Oasis and he lacks the forces to take the cities from them.
The rest of Sumalis is considered the Land of the Dead, under the rule of Arkturis. He lets most of the cities govern themselves however they wish, only requiring the stationing of undead guards to enforce the Rule of Contract and a cut of city generated profits. Actual governance and rule of law is up to the communities living there, which makes The Land of the Dead the single most attractive place for anyone hiding from the law.
Factions
- Zulgil – A very powerful Lich. He’s a faction all unto himself, having taken over and absorbed the old human nobility who broke away from Arkturis, and forced control over the undead who followed them. He is in a constant state of war against the living, and to a lesser extent, the forces of Arkturis.
- The Remnants – The last vestiges of humanity. They follow Arkturis, but unlike the Contracted Undead, they are not subservient to his will, and retain their independence of thought and action. Most continue in fear that Zulgil will conquer and then dominate them as he did those who split off from Arkturis.
- The Contracted – These are all those alive and undead who have signed Arkturis’ Contract. In exchange for living in guaranteed safety and health without the need for work for the rest of their lives, signatories only have to voluntarily agree with and sign a magical contract that their bodies will become undead under his control upon death. People who have viewed the Contract always forget the wording on the Contract, regardless of whether they signed it or not, preventing anyone from replicating it. The contracted are a special class of Citizen in the Land of the Dead, and woe betide anyone who breaks the Rule of Contract. Contracted Undead speak with one voice, and it is assumed to be some form of hive mentality with the will of Arkturis.
- Sandy Plains Council – Sandy Plains gets more travelers than any other city in the desert outside the City of Glass. They’re under near constant assault by Zulgil’s forces, the occasional Holy Crusade, and boisterous adventuring groups trying to make it rich from the treasures of the desert. To maintain a semblance of control, the differing permanent interests of the city each have a seat at the council and collectively run the city. There are five seats: merchant, administrative, law, mercenary, and Undead, and the largest component of each ‘interest’ in the city gets the seat at the table.
- Audreyn’s Pathfinders – This mercenary guild based out of Dunein became discontent with how inefficiently and corruptly the city was being run, and simply staged a coup. They now own the city and surrounding lands, and run it with the ruthless efficiency one would expect from a mercenary guild.
- The Dashen Clan – An odd faction of mostly Dragonkind. It seems to be run like a typical Dragon Clan, but the color is unknown, as all the Queens of the Empire are accounted for, and they are way, way outside the reach of the Dragon Empire. The citizens of Oasis are happy regardless, as the Dashen Clan has singlehandedly held off Zulgil for decades.
Guilds
- The Golden Crown Company – This Mercenary turned Trade Guild specializes in getting goods and people through Zulgil controlled areas, namely the trek to and from Sandy Plains and Oasis by way of Wetstone. They charge quite a bit, but their track record is impressive and they are highly regarded.
- The Runner’s Society – If someone needs to smuggle anything, anywhere within Sumalis, and avoid any Undead attention, these are the go to guys. They may be the only guys. They are a shady and hard to contact group made up of thieves and outlaws who want to try a marginally more legitimate form of business.
Recognized Adventuring and Mercenary Groups
- Fiends of Loyalty – A group of Tiefling Mercenaries who would rather brave the deserts than brave the Dragon-Tiefling War. They’re headquartered in one of the shifting settlements. How they manage to keep finding their way back to it is a matter of great debate.
- The Alchemy Gang – This quartet of crazy gnome alchemists has somehow avoided getting killed, by their own hand or someone else’s. They’re known for creating some of the ‘wilder’ potions and concoctions that exist in Sumalis. They constantly travel on a large magic-steam quadruped hawking their wares.
- Ravenmight – a group of a dozen sellswords based out of Wetstone wearing distinctive black outfits, they are a popular choice to take into the desert on exploration expeditions if you would otherwise be alone.
- The Grey Hawks – A traditional and fairly sizeable mercenary guild with hopes of pushing into the global stage. Headquartered in the City of Glass.
- Blue Foxes – A direct competitor to the Grey Hawks. Also based out of the City of Glass.
- Forgecry Navigators – This small group of adventurers is heavily involved in attempts to map the Sands and its currents. Larger Guilds and Factions often hire them as scouts or charting new routes when old ones become dangerous or untenable.