Tuesday, April 9, 2013

Factions at a Glance

Another layer to what a good RPG can provide are factions: a way to personalize your PC and game world with larger-than-life Schools of Magic to aspire to and Assassin Guilds hired to do you ill. Factions are often either controlled by powerful guilds that operate outside the State or are an important part of it. The following are the major guilds and factions of the Pathfinder (PF) world with links to the Pathfinder Wiki for more details and background information. Other guilds listed without the (PF) stamp are my creations that I have developed over the years.

Major Faction
~ Influence nations and are powers onto themselves with private armies, economies that rival small nations and political pull with the rich and powerful
Regional Faction ~ Control global regions and most people outside of their area of control have heard them mentioned. Like Major Factions, they exert power over several nations and have the wealth to back most ventures.
Minor Faction  ~ Exert control in narrow bands of the world and are seldom heard of outside of the nation they form a part of.


~ ARCANE SCHOOLS ~

Arcanamirium ~ (PF*) Arcane Academy for the Practical Application of Magic



  • Alignment: N (seek to provide practical uses for everyday magic at a price)
  • Arcane Classes: Alchemist, Bard, Sorcerer, or Wizard
  • Ranks: 1: Apprentice; 2-3: Journeyman; 4-5: Maven; 6+: Arcanscenti 
  • Region: Main Campus Absalom; Minor schools of testing and learning in the Inner Sea Region  

Guild Mages: Arcanamirium Graduates seek ways to bring magic to the masses- several fields of study at the Arcane Academy allow for this and are listed below. Each of these fields has formed into an Allied Guild to draw practitioners into it upon graduation to fulfill the school's goal of providing practical magical services to the realms, at a price.
  • Gleeman Guild: Bards and Illusionists offer their services to fairs, theaters, and royal courts while Alchemists ply their trade through fireworks
  • Ratpipers' Guild: Bards who specialize in vermin and pest control through magical means
  • Fire Calmers' Guild: specialize in containing and calming fires offering to set up guild branches in major cities for a price
    • Title: Firecalmer
  • Purgers' Guild: specialize in non-divine healing magic as a secular alternative to divine healing by setting up Guild Hospitals and purifying a city's water supply
  • Illuminators' Guild: specialize in lighting cities with magic so as not to endanger the populous with dangerous oil lamps and protect citizens from the dangers of the night.
    • Titles: Lampbearers and  Illuminators 
    • Lighters' Guild- Oppara (Taldor) guild of lamplighters the Illuminators have been tasked to train
  • Couriers' Guild: specialize in delivering messages locally and to far off realms through message and haste spells
  • Purifiers' Guild: Hire out as private stewards to households to test and purify food of toxins and oversee the staff and holdings of estates and royal families
  • Truthseers' Guild: specialize in Truthsaying in the courts to ensure that not only all speak the truth but are compelled to do so; also assist guardsmen and investigate crimes 
    •  Titles: Forensic Sorcerers and Truthseers 


Allied Trade Guilds specialize in a handful of useful spells and run their mundane counterparts 

Benefits & Obligations: 5-10% of monthly earnings (Debt -1/%); Follow all guild customs, rites, and laws; Only Guild Members can buy/sell goods at wholesale costs; Assist other Guild Members with lodging away from their home districts.


~ OTHER ARCANE SCHOOLS of LEARNING ~
  • Acadamae  ~ (PF) Center of Arcane Learning in Varisia
    • Arcane Classes: Sorcerer or Wizard
    • Focus: Conjuration
    • Golemworks Master Craft Golem
    • Location: Korvosa (Varisia)
  • Bloatmages ~ (PF) Arcanists who overload their blood system to power their spells through Blood Magic
    • Alignment: CN
    • Typical Members: Wizard, Witch, Sorcerer, or Summoner
    • Region: Kaer Maga (Varisia) 
  • Golemworks  ~ (PF) Crafters of Constructs and Golems
    • Arcane Classes: Alchemist and Wizard 
    • Focus: Transmutation and Craft Skills
    • Location: Magnimar (Varisia) 
  •  Cypher Lodge ~ (PF) Headquarters of the Order of the Cypher- Cyphermageswho seek to uncover and unlock the mysteries of Varisia's lost past
    • Arcane Classes: Sorcerer and Wizard
    • Focus: Divination and Transmutation
    • Location: Riddleport (Varisia)   




  • Stone of the Seers ~ (PF) seek to reveal the mysteries of life and the world
    • Arcane Classes: Sorcerer, Wizard, or Oracle 
    • Focus: Divination and Abjuration
    • Location: Magnimar (Varisia) 
  • Twilight Academy ~ (PF) Seek to unlock the power of the harrow deck and traditional ritual magics of the region
    • Arcane Classes: Oracle, Sorcerer, Summoner, Witch, or Wizard
    • Focus: Universal and Varisian Magic
    • Location: Galduria (Varisia) 
Kitharodian Academy Student
  • Kitharodian Academy ~ (PF*) Greatest Bardic College in Oppara and Grandest in the World
    • Alignment: LN
    • Typical Members: Bard, Rogue, or Wizard
    • Region: Taldor
      • Trains Taldor's cadre of spies, the Lion Blades, who serve as assassins and spies for the kingdom 




 



~ MUNDANE SCHOOLS ~
  • Pathfinder Society ~ (PF) In addition to running the Society of explorers, the Pathfinders maintain a school at the Grand Lodge in Absalom


  • Memory Houses ~ Secular centers of higher learning to train scholars in all fields and philosophies as scribes, scholars, lawyers, consultants, and accountants 
    • Titles: Thaumatological Scholar,  Consulting Mage, "Bluestockings" (Memory Houses for women only), or Maester (teachers in noble households and royal courts)  


~ TRADE / COMMERCE / EXPLORATION ~





Aspis Consortium Trade Ship
  • Aspis Consortium ~ (PF*) Chelish Trade Syndicate of merchants and non-landed nobles- They have access to their own private army, merchant fleets, and tens of millions of gold pieces. 
    • Alignment: NE (in for profit and personal gain; manipulate markets and rivals to further their ends)
    • Typical Members: Fighter, Rogue, Sorcerer, or Wizard
    • Ranks: Bronze, Silver, & Gold Agents
    • Region: Global with regional centers of power lead by Gold Agents; Headquarters: Ostenso  
  • Darklight Sisterhood ~ (PF) Chelaxian guild that seeks to undercut and undermine the Pathfinders in their search for knowledge, relics, and artifacts and acts as government spies in country and in Chelaxian holdings
    • Alignment: LN
    • Typical Members: Female Rogues, Bards, Fighters, and Sorcerers 
    • Region: Global with headquarters in Cheliax
  • Free Captains / Shackles Pirates ~ (PF*) Organized Pirate Nation-State of the Shackles
    Pirate Lord
    • Aligenment: CN - individual captains rule as Pirate Lords or Free Captains but all sail under the rule of the Hurricane King
    • Typical Members: Barbarian, Rogue, Fighter, Sorcerer, or Gunslinger
    • Religion: Besmara "The Pirate Queen"
    • Region: Shackles (Port Peril) and coastal regions of the Inner Sea
  • Pathfinder Society ~ (PF*) 400+ year old society of historians, tomb raiders, and explorers who seek out strange unexplored regions, unseen tribes, and new civilizations- who boldly go where no elf, dwarf or human has gone before...
    • Alignment: N - goal is to stay apolitical so as not to close any borders to their organization. RULES:
      • Explore- regions untouched or delve into the past to uncover hidden truths
      • Report- record adventures/findings in journals along with detailed maps
      • Cooperate with other members or stay out of their way
    • Typical Members: Bard, Rogue, Fighter, Wizard, Sorcerer, or Ranger
    • Ranks: Venture-Captains (run local lodges and are active members of their communities); Field Agents (general term for Pathfinder Explorers); Governing Council (10 members called the Decemvirate) 
    • Prophet of Kalistrade
    • Region: Absalom (location of the Grand Lodge); several smaller lodges exist in most regions of the world.    
  • Prophets of Kalistrade ~ (PF*) Followers of a strict set of secular prophecies dealing with wealth and rule; they are consummate traders and diplomats who seek to acquire power through personal wealth.
    • Alignment: LN - All else is below the primary goal of gaining wealth, but laws, however strict, help to maintain that wealth. They run banks that loan out money at a price...
      • Members prefer the services of debt-bound servants to other forms of payment- most debts last 1-2 years.
    • Typical Members: Bard, Rogue, Wizard, or Sorcerer
    • Enforcers: Mercenary League- "Blackjackets" protect Druma and the Prophets as the principal military order of the realm. 
    • Region: The Gilded Vault in Kerse (Capitol of Druma); Regional trade 







Shearwater Rider
  • Shearwater Guild ~ Messengers and tradesmen who ply the coastal regions of the world on giant albatrosses known for their swiftness and discretion.
    • Alignment: LN - tend to hire out as scouts and messengers to navies and coastal kingdoms
    • Typical Members: Bard, Ranger, Rogue, or Sorcerer
    • Region: Absalom and the Inner Sea Coastal regions
  • Varisian Wanderers ~ (PF*) wanderers of Varisia and the Inner Sea for the last 5,000 years, the Varisians are a people without home.
    • Alignment: CN- family and clan are at the center of Varisian life as are elders and Harrowers (advisor, teacher, and lawgiver) 
    • Typical Members: Bravos:"Charlatan; Knife Master; Rake" Rogue, Fighter (Cad); Fortune-Tellers: Bard, "Tattooed" Sorcerer, or Witch; Kapenia Dancer (Magus Archetype)   
    • Prestige Class: Harrower 
    • Region: Varisia and Magnimar (Spring gathering place for more than 1,000 years)


~ MERCENARY ORGANIZATIONS ~
  • Aleuriers’ Guild ~ Entertainers and Glamour Girls of the wealthy, most of its founders are graduates of the Arcanamirium but formed their own guild and now only answer to their clients and themselves. Specialize in dreamsending and espionage (breaking into the dreams of their targets to extract secrets) and implanting ideas into the minds of others.
    • Alignment: N
    • Typical Members: Wizards (Illusionists and Enchanters); Sorcerers, Witches, Alchemists, and Bards
    • Region: Cheliax and Inner Sea regions
  • Bellflower Network ~ (PF*) Slave Emancipators seeking to free enslaved halflings in Cheliax
    • Alignment: CG
    • Typical Members: Bard, Cleric, Paladin, Ranger, or Rogue
    • Region: Cheliax 
  • Bloodstone Swords ~ (PF*) Mercenary group seeking to do as little harm to the common folk as possible
    • Alignment: N (refuse to hold slaves, obstruct travel, or break an oath freely given)
    • Typical Members: Fighter, Ranger, or Rogue 
    • Current Members: 200 soldiers and support staff
    • Region: River Kingdoms (small offices in Andoran, Druma, Nirmathas, Lastwall, and Taldor)
  • Ninth Battalion ~ (PF*) Mercenary Dwarven defenders who answer distant dwarven clan's calls to aid
    • Alignment: LG (answer calls for assistance across the realms to dwarven clans in need)
    • Typical Members: Dwarven ~ Bards, Cavaliers, Clerics, Fighters, Paladins, Rangers, and Rogues; nondwarves can join but can't rise too far in the ranks.
    • Region: Maintain small pockets of members in various fortresses in Avistan; Primary stronghold- Earth Axle
  • Sea Dragons ~ (PF) Mercenary company with 20 warships and 80 merchant ships that loan out their services to merchants but are beholden to no nation.
    • Alignment: LN (followers of Abadar God of Law, Wealth, and Merchants)
    • Typical Members: Experts, Fighters, Rogues, Sorcerers, and Clerics
    • Region: Inner Sea Region with headquarters in Absalom 
  • Ulfen Guard ~  (PF*) Mercenary Royal Guards- Currently employed by the Grand Prince of the Royal Court of Taldor
    • Alignment: N- the Guard care for the sanctity of their oath and the protection of their ward but little else frequently breaking Imperial Law in pursuit of would-be assassins. 
    • Typical Members: Humans of full or half Ulfen blood- Barbarians, Fighter, Ranger, Rogue, Summoner, or Sorcerer
    • Region: Taldor (20 Guardsmen are with the Grand Prince at all times) while other scout out potential threats to the crown




~
MILITARY ORGANIZATIONS / KNIGHTLY ORDERS ~
  • Eagle Knights ~ (PF*) Andoran Ambassadors of good devoted to freedom, liberty and justice
    • Alignment: NG / LG (overthrow tyrants, slavers, and pirates where they grow
      Eagle Knight Commander of the Golden Legion
      thickest)
    • Typical Members: Bard, Cavalier, Fighter, Paladin, or Ranger
    • Branches
      • Golden Legion- protect the homeland
      • Steel Falcons- free slaves and serve as ambassadors to stop kingdoms from trading in them
      • Twilight Talons- Assassinate slave ring leaders; serve as spies to protect Andoran from her enemies, and sabotage them as needed
    • Ranks: Lance Corporal; Captain; Major; Knight of Andoran; Commander
    • Region: Andoran
    • Opposed: Cheliax, Taldor, and other regions not along the border of Lake Encarthan
  •  Hellknights ~ (PF*) Knights of the Law in Cheliax- seeking order, discipline, and mercilessness and enforce their code of justice "The Measure and the Chain"
    Hellknight of the Order of the Coil
    • Alignment: LN / LE
    • Typical Members: Cleric, Cavalier, Fighter, Paladin, or Inquisitors; Sorcerer or Wizard
    • Prestige Class: Hellknight
    • Related Orders: Sisters of the Golden Erinyes
    • Rank: 
      • Soldier: Armiger (Squire), Hellknight, Marakictor (Mid-level), Paralictor (High-Ranking), Master/Mistress of Blades (Marshall Commander)
      • Spellcaster: Signifer (Arcane/Divine), Marakicto, Paralictor
    • Region: Cheliax and other realms
    • Major Orders: each is lead by its own Lictor (general) or Vicarius (Scholar Leader)
      • Order of the Chain- return fugitive slaves and escaped convicts to their rightful place- The meek are the stepping stones of the powerful, might makes right (LE)
      • Order of the Gate- Deal and bargain with otherworlders and collect knowledge and secrets of its realms (LE)
      • Order of the Godclaw- Draws its doctrine from the 5 Lawful gods and are religiously fervent as they try to set the world down their path of righteousness (LE)
      • Order of the Nail- Headquarters outside of Cheliax, near Korvosa-Hunters of brigands and crusaders against slavery and sometimes serve as law enforcement. (LN)
      • Order of the Pyre- Seek out witches, shamans, summoners, and cults to stamp them out as they contaminate the virtues of the world (LN)
      • Order of the Rack- Seek out dangerous knowledge and cleanse the world of it before it can corrupt it (LN)
      • Order of the Scourge- Seek to bring justice to the lawless many and remind them that no crime goes unpunished (LN) Focused on organized crime syndicates.
    • Minor Orders: each is lead by its own Lictor (general) or Vicarius (Scholar Leader)
      • Order of the Pike- hunt monsters who plague civilized lands (LN)
      • Order of the Scar- seek out assassins and murderers to bring them to justice (LN)
      • Order of the Coil- seek to bring civilization to the barbaric reaches of the world or tame them so they don't contaminate the outside world (LN)  
  • Knights of Ozem ~  (PF) Military Order of the goddess Iomedae, they insure the Worldwound is protected.
    • Alignment: LG
    • Typical Members: Cleric, Fighter, Paladin, or Cavalier
    • Prestige Class: Low Templar
    • Region: Vigil, Lastwall
  • Kusari-Gama ~ (PF*) Martial Arts training schools seeking to create the perfect warrior in preparation for the end of days. 
    • Alignment: LN (requires dedication to training and rigorous discipline
    • Typical Members: Monk, Cleric, Fighter, or Oracle  
    • Region: Global pockets or hidden clans; Tian Xia (origin)  
  • Mendev Crusaders ~ (PF*) Mendev crusaders who seek out demonic threats to both kingdom and world. Frequently venture into the Worldwound to stamp out demonic incursions and lead by the realms monarch, Queen Galfrey
    • Alignment: LG (crusade in areas known for strong demonic presence and build fortresses along demonic borders to prevent their spread) 
    • Typical Members: Cleric, Fighter, Inquisitor, Paladin, or Ranger
    • Prestige Class: Low Templar
    • Region: Mendev; border town of Kenabres serves as a meeting place prior to most crusades 
  • Risen Guard ~ (PF*) Risen dead who serve the rulers of Osirion, the Forthbringers, and the Ruby Prince.
    Risen Guard of the Ruby Prince
    • Alignment: LN - they follow the rule of the Ruby Prince and as his word is law, they obey him above all else. 
    • Typical Members: Risen dead- Fighter, Monk, or Rogue
    • Region: Osirion ~ 2 dozen travel with the Ruby Prince where ever he treads 

~ Other Orders ~


~
RELIGIOUS & MYSTIC ORGANIZATIONS ~
  •  Blackfire Adepts ~ (PF) Mystics and Arcane Experts who explore the Outer Rifts through holes in the fabric of the world. 
    • Alignment: N - Members tend to infiltrate other organizations such as the Pathfinders to use their wealth to explore these outer realms
    • Typical Members: Alchemist, Rogue, Fighter, Sorcerer, Wizard, Witch, Summoner, or Oracle 
    • Region: Former rulers of Nex before being exiled in the Age of Enthronement to the corners of the world
  • Church of Razmir ~ (PF*) Seek to further the machinations of The Living God
    Razmir Cultist
    • Alignment: Lawful Evil (undermine other religions, seek to be the power behind rulers)
    • Typical Members: Alchemist, Bard, Inquisitors, Monk, Oracle, or Rogue
    • Region: Lake Encarthan / River Kingdoms
  • Eldritch of the Palatine Eye ~ (PF) Mysterious order who stand against the Whispering Way and defeated Kazavon, Blue Dragon Lord of Scarwall
    • Alignment: LN - deal in political and arcane matters of state
    • Typical Members: Alchemist, Bard, Inquisitors, Monk, Oracle, or Rogue
    • Region: Ustalav 
  • Green Faith ~ (PF*) "The Old Faith" "The Great Eld" or "The Wyrd" Seeks to restore and maintain the natural balance of the world
    • Alignment: N (culls the weeds of the world that threaten to choke it while cultivating that which is in harmony with the natural world)
    • Typical Members: Barbarian, Bard, Druid, Ranger, Sorcerer (Fey Bloodline), Summoner, or Witch
    • Ranks: Druid, Arch Druid (3 serve under a regions Great Druid), Great Druid (1 per major wooded area), Grand Druid (1)
    • Region: Global (strong congregations in Fangwood, the Verduran Forest, and the Mwangi Expanse (sacred pools, standing stones, and stone circles are its places of worship)
  • The Harbingers ~ (PF) Founded 60 years ago by followers of Aroden, they believe the world that exists is an alternate reality that should never have been
    • Alignment: CN - Lead by Lady Arodeth, the founder's daughter, the cult seeks to set the world to rights and restore it to its former path before the Age of Lost Omens
    • Typical Members: Alchemist, Oracle, Witch, Sorcerer, Summoner, or Rogue
    • Region: Absalom
  • Old Cults ~ (PF*) Seek to ready the world for the coming of the Great Old Ones- primordial gods of great power- by finding lost knowledge and artifacts that sealed them away
    • Alignment: CE ~ restore the world to its former state of chaos and entropy as it existed before the taint of man set in
    • Typical Members: Bard, Cleric, Sorcerer, Witch, Wizard, Summoner, or Oracle 
      • Splinter Groups: Night Heralds- mages seeking to summon powers from the Dark Tapestry
    • Region: Pockets of Old Cults exist throughout the world but seldom interact 
  • Religious Factions ~ (PF*) Cults and Churches devoted to the tenants of the various gods of the Pathfinder World.
    Druid of the Green Faith
    • Alignments: Varies by deity
    • Typical Members: Clerics, Oracles, Paladins, or Inquisitors
    • Goals: Convert followers and maintain existing ones
      • Eliminate opposing deities and religions 
      • Promote deity's area of influence
      • Operate schools of learning, both secular and religious to promote the deity 
  • Riftwardens ~ (PF) Sworn enemies of the Blackfire Adepts who seek to close the rifts to the Outer Rifts
    • Alignment: Unknown
    • Typical Members: Rogue, Fighter, Sorcerer, Wizard, Witch, Summoner, or Oracle 
    • Region: Outer Realms / Great Beyond
  • Whispering Way ~ (PF*) Religion that seeks perfection in Undeath
    • Alignment: NE- infiltrate and spread their faith from within centers of knowledge to corrupt them into following their ways; other factions seek to unseal Tar-Baphon the Lich King
    • Typical Members: Cleric, Fighter, Wizard (Necromancer), Witch, Sorcerer, or Summoner 
    • Region: Global with their headquarters at the Gallowspire


~ SHADOW ORGANIZATIONS: THIEVES GUILDS / ASSASSINS ~


~ Thieves Guilds ~

Guild Size: An average of 500 people (+/- 100 to reflect a poorer/richer population) per professional rogue is necessary to support/cover the activities of a Guild.  

Village:100-1000 (2); Manorialism:1000-2500 (2-5); Town: 1000-5000 (2-10); City: 5000-100,000 (10-200); Imperial City: 100,000-1 million (200-2,000) 

Court of the Rogue: Rules over the law-breaking population of a kingdom/city. A new Rogue is chosen by combat—anyone may challenge, but must have backing to stay the Rogue. Assisted by District Chiefs (Enforcers; Rushers; Fronts; Scales; Fences; Foists) Guild Tax: 10-15% (member fee/protection money per month); District Chief: 5%; Rogue takes 10% per District. 

Fronts: Teamster Service—ships stolen goods to fences out of the area. Charge: 10% of take; Shipowners—smuggles/transports goods to specific buyers; gets wanted men out of city; Servant Agencies—Hire out to well-to-do homes and provide inside info for a fee to later blackmail/rob owner; Locksmiths, Dealers in Second-hand Goods; Jewelers; Bordels; Gambling Dens; Inns; Taverns; Pubs; Guild Halls

(PF) Thieves Guilds :
  • Sczarni ~ (PF) Varisian bandits, smugglers, thieves, and rakes who form local gangs or larger crime families
    • Alignment: CN - they tend to target non-Varisian marks and focus on scams, pickpocketing, cons, and mugging.
    • Typical Members: Varisian Rogues, Fighters, or Sorcerers
    • Lantern Bearer
    • Region: Varisia 


  ~ Assassin & Bounty Hunter Guilds ~
  • Daggermark Assassin Guild ~ (PF) 300 year old Assassin & 90 year old Poisoner's Guild in the renamed town of Daggermark
    • Alignment: LE - National Assassin Guild will target anyone for a price except for members of the military
    • Typical Members: Rogue, Monk, or Alchemist
    • Region: Avistan in the River Kingdoms 
  • Lantern Bearers ~ (PF*) "Shin'Rakorath" Elven hunters of their twisted Drow cousins who seek to eradicate them from the surface and keep their existence a secret out of shame.
    • Alignment: NG
    • Typical Members: Elven and half-elven Rangers, Druids, Sorcerers, or Wizards
    • Founded: The Winter Council
    • Region: Independent groups linked by Elf Gates 

  • Red Mantis Assassins ~ (PF*) the most feared & notorious assassins in the Inner Sea and a religious organization worshiping the Mantis God Achaekek.
    Red Mantis Vernai Assassin
    • Alignment: LE - while money does exchange hands at the signing of a contract, the Red Mantis see their missions as a form of worship.
      • May not kill a rightful ruler but all others are fair game
    • Typical Members: Bard, Fighter, Rogue, or Sorcerer
    • Prestige Class: Red Mantis Assassin
    • Rank: Vernai "High Killers" and Assassin Lords of the Red Mantis (typically female numbering around 13 members); Lead by the Blood Mistress
    • Region: Headquarters- Ilizmagorti (front to interact with the world); the Crimson Citadel lies hidden from the outside world; every major city houses a secret guild location and several safe houses.


~ Master of Whispers: Kingdom's Spymasters ~


  • Lion Blades ~  (PF*) Taldor's cadre of spies serve as assassins and spies for the kingdom
    • Alignment: N (keep corruption at bay withing the kingdom and fight her enemies abroad)
    • Typical Members: Alchemist, Bard, Rogue, Sorcerer, or Wizard
    • Region: Taldor

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