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Player-Created Faction Guide

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Wolrath:
The Brotherhood of the Golden Shilling


Summary: A pair of mercenaries are snatched from their realm of Faerûn and transported into the wastelands of Barovia.
They decide to rebuild their old band of mercenaries, the Brotherhood of the Golden Shilling.
Their goal is to build a guild of mercenaries actively engaged by governments and large local groups.

Races: Any welcome.

Classes: Any welcome.

Alignments:All except the chaotic evil. For them it will be necessary to have an interview first, to understand their real intentions.

Notes: We do dirty work, escort services, bounty hunting, protection of all kinds, but we are not killers and we do not take contracts to kill.
We act on the thin line of legality (not always...)

Themes: We offer an extremely varied type of game: we go from espionage to reinforcement in dungeons, from smaller contracts with private individuals to larger contracts with structured groups and governments.
Very likely to have active PVP.

Getting involved: You can easily find us in the game, especially in the Vallaki/Barovia area, but also near Dyad.
You can recognize us by the golden armor and black cloaks.
Discord contact @PlagueBoss

Active as of 2023-10-23

NacreCicatrix:
Vallaki Municipal Hospice


Summary
Located in the middle-south of the slums district of Vallaki, the hospice quietly helps the most poor and downtrodden people of the city.
This venue operates with respect to the setting, meaning that magic is not often used for healing, and the night given the respect it is due. Carefulness and common sense are fundamental to keeping the hospice safe and operational.
Volunteers and apprentices are sought-after.
Given the dangers of the Night and the cruelties of mortals, those willing to defend the hospice and its healers also have a place.

Races: Any non-outcasts are welcome as members. Roleplay with outcasts is welcomed but due to the laws and prejudices of the locals, outcasts will not be accepted as volunteers.
Classes: Any. If your character possesses uncanny talents and abilities, it would be wise to keep them concealed.
Professions: Including, but not limited to: herbalists, scholars, chirurgeons, botanists, natural scientists, druids, priests, doctors, alienists, nurses, cooks, house servants, counsellors, and anyone with a strong desire to help people.
Alignments: Any Good or neutral characters should fit in well. Chaotic characters might struggle, as there are rules and a reputation to uphold. Evil characters may struggle to be accepted, but if they are cunning, and skilled and obfuscating their true intentions, anything is possible.

Notes: The faction is Vallaki based, but player characters needn't be natives (or Halans). You do not need to remain in the region, but most faction roleplay and events will take place in Vallaki.
This role does include a lot of 'idle' time - visitors to the hospice may be several, or none at all in a day cycle. You are not obliged to attend to the hospice every day, or even every week, however!
If you enjoy slice-of-life roleplay, and wish to take initiative, this is the perfect place for your character!

Activities
- Providing healing and medical roleplay for visiting player characters.
- Herbalism and healing expertise. The faction offers training, guidance, and material support to its volunteers to improve as healers.
- Providing directions, guidance, and supplies to newcomers and travelers down on their luck.
- Respect for the Old Night, and the setting in general.
- Ethics and faith roleplay. The hospice is secular, but many of the members are drawn from a faith background, and ethical and philosophical discussions are quite common!
- Local politics and culture. As a faction situated within the walls of Vallaki, behaving in a way that does not put the faction at odds with the local people, nor with the law, is prudent. Likewise, appeasement and or building rapport with the governing bodies is likely to occur.
- Guarding. Both the building and the healers! There's roleplay for a warrior seeking a purpose that isn't directly violent.
- Could there be more than meets the eye...?

Getting Involved
When the hospice is open, a placard or sign will be placed in the Western Outskirts of Vallaki, and the opening will be mentioned in our Hospice Coordination Channel as well as the forums (Whispers in the Shadows).

Hospice members can also be reached via IC letters. Simply send a forum PM. Alternatively, message one of us on Discord, use our Discord channel, or send one of us a tell in-game.

Contacts (IC name - Forum Account Name - Discord)
Saphrin - NacreCicatrix - Nacre Cicatrix (Not on PotM Discord - must add as a friend).
Antoaneta - Bognar - Thiccarus


Our faction forums are located here.

Active as of 2023-10-23

Onkel Bob:

The Seekers of Jei Aryubaani   

Many  men claim that somewhere in the  Hazlani  Balinoks lies a lost city, though I believe it a
legend. No man knows the exact  nature and location of  the city, but all who speak of it know
its name  —  Jei Aryubaani. Most men claim that Jei Aryubaani is the citadel of the servants of
the  Lawgiver, who  receive the  faithful  and  usher them into a  paradisiacal  existence as the
enlightened and ennobled vassals of the  Black  Lord.  Other men claim that Jei Aryubaani was
built by one of the wizard lords of Hazlan's ancient past,  a  mighty summoner whose demonic
servants overthrew him.  According  to  these  stories,  Jei Aryubaani is a pleasure dome, filled
with   the  ancient  satrap's  hoard.  Many a  greedy  treasureseeker  has disappeared  into the
Balinoks  while  seeking  Jei  Aryubaani, never to return.  Other  tales  surrounding the lost city
speak variously of it as a  realm  of  spider-like creatures,  a stronghold populated by the living
dead,  a vast library kept by strange cloaked beings,  and a vast lifeless citadel,  empty of even
the smallest living things.  There are other tales besides, but all agree on one thing —  no man
in living memory has found Jei Aryubaani and returned.                                                       

                                         — As told by Elkiars Xamen, Vraylok of Ufrugtharlan, Hazlan

As the myth of Jei Aryubaani has endured through the ages, and the story of its nature evolved with each telling, the dream of its true discovery has only grown. It has become a symbol of something more than the legend itself, of that which is unattainable. To this day is spurs people into achieving what has never been done before, and that is the purpose of the Seekers of Jei Aryubaani.

The Seekers are a group in Hazlan who strive to reach beyond what was previously thought possible and achieve a greater good for their domain and themselves. By overcoming each others' differences and playing into one anothers' strengths, the cooperation of some of the brightest souls in Hazlan could accomplish great things, perhaps even discover Jei Aryubaani itself. For every member of the seekers, the Jei Aryubaani means something different. One may be intrigued by its riches, while another wished for the fame it may bring. Some may yearn for the religious fulfillment of being in its presence, while others fathom the arcane powers that could be hidden within, waiting to be claimed. What unites them all is their ability to dream, and to understand that not a single one of their dreams will become real without their unified effort. This philosophy extends itself beyond the concept of the Jei Aryubaani, encompassing all the different aspects of Hazlan.

Races:
The Mulan and the Rashemi make natural candidates as they are native to Hazlan, along with Hazlani halflings and gnomes. While these groups are normally highly suspicious of one another, within the Seekers they overcome their differences for a mutual understanding to further the interests of Hazlan in a way that benefits them all. Additionally, unconventionally, the Seekers also embrace outlanders of all stripes who show an interest in having a part in the betterment of Hazlan, even outcasts can become members as far as circumstances allow. Every member of the Seekers of Jei Aryubaani has a fundamentally personal reason for being involved.

Classes:
While there aren't any explicit preferences, paladins will struggle to fit into Hazlan's unjust society and Druids and Clerics of other faiths than the Lawgiver are strictly prohibited as envoys of Mytteri.

Alignments:
Due to the culture of Hazlan, neutral and evil characters will have an easier time within the faction. Likewise, due to the shared understanding and loyalty of its members, lawful characters are far more likely to earn the trust that is necessary to be involved.

Themes and expected challenges:
The Seekers of Jei Aryubaani offer an avenue of becoming involved in the social structure of Hazlan in the capability of adventurers. They work for the betterment of Hazlan, which is solely decided by the monarch, Lord Hazlik, who is notoriously unpredictable. Should the Seekers ever earn the attention of Hazlik, they will undertake his will to any controversial extent, including forgetting the Jei Aryubaani or possibly even disbanding altogether. The Seekers are intended to be a force that enables its members to perform beyond what they could do by themselves, which also opens them up to greater dangers and consequences.

Getting involved:
To become a member of the Seekers of Jei Aryubaani one must show engagement with the domain of Hazlan, respect for its culture, and a wish to partake in its growth in cooperation with others. Playing in the domain will likely lead to interactions with members of the faction and the opportunity of inclusion comes naturally to those who prove themselves to be reliable. The official factions of Hazlan, the Church of the Lawgiver and the Red Academy are both important and respected aspects of the domain and are likewise important to the Seekers.

If you have questions or are interested in becoming involved with us on a new or existing character, you are welcome to reach out to any one of our active players:


* Azadeh Khorzavi - Onkel Bob, onkel_bob (Discord)
* Vorian Kozkar - Misan, mrwhiskeyrichard (Discord)
* Ossur Fezim - Iconoclast, iconopotm (Discord)
Spoiler: showHeader image from here

Dardonas:
The Tower of Har-Thelen

Original artwork found here.


--- Quote ---"Of what a strange nature is knowledge! It clings to a mind when it has once seized on it like a lichen on a rock." — Mary Shelley, Frankenstein; or, The Modern Prometheus
--- End quote ---

Summary:
The Tower of Har-Thelen exists as an institution of arcane and scholarly learning in Har-Thelen, Sithicus whose goal is to serve the people of Har-Thelen. Its members predominantly consist of black-clad mages, colliqually known as "the Black Robes." This collection of magical researchers exists outside of the contemporary caste system of Sithicus, taking and allow those in who possess a desire to understand magical phenomena. The prime subject of their research is the Nuitari of Sithicus, and the latent power it possesses upon the landscape. There is no formal hierarchy among the tower's constituents, where many clusters of scholars exist and operate amongst themselves. Even those who have found themselves exiled in other societies can find a place among its rank, provided they have what the Tower seeks. The Tower of Har-Thelen is not evil, it is not good, it just is. Knowledge itself is ambivalent, only matters how it is obtained and how it is applied.

Races: All non-monstrous (no dragon disciple, winged creatures, or creatures not permitted around NPCs without DMs)
Classes: Wizards, Sorcerers, Warlocks and Shadowdancers primarily. Other classes may find welcome, though divine casters likely will not thrive.
Alignments: There is no alignment restriction. The nature of the tower itself lends itself to any alignment. Discourse should be expected and is encouraged.
Notes: This group is independent of the NPCs that exist in the tower. The faction name is an encompassing "catch all" for characters wishing residence in the tower and the faction should be considered entirely player-run, unless a DM takes interest. Being a member of this caste affords no special privilege, power, or authority in Sithicus beyond what is symbolic and honorary.

Themes and expected challenges: Characters can expect to find themselves immersed in arcane research, scholarly pursuit, magely council, magical academia, wizardly intrigue, shadows, and native Sithican culture. While the Tower of Har-Thelen exists in Sithicus and has exiles and outcasts such as Drow, non-Sithican elves will still find themselves marginalized among native Sithicans until they prove their merit otherwise. Those with high outcast rating in Sithicus will still be considered outcasts even if they are a part of this group.

Getting involved:
Find the Tower of Har-Thelen in Sithicus and seek out its constituents.

Contacts:
Ktoln Va'rith

Bereus:
The Few

"Madness might possess us, evil might devour us, and at the end, either demons or paladins might destroy us, but we shall persevere."
Summary:
Armed with cold iron and forbidden knowledge, to the world the Few appear only as a quaint adventuring guild eager to take contracts related to fiends. Living up to the name, the Few never gather in large numbers as per adventuring tradition and to avoid overstepping the law. Frequently cooperating with Paladins owing to shared foes but lacking any of the moral restraint, the Few pride themselves on being discreet and efficient with a hunger for coin to sustain a fascination for their rare foes. Rumours are abound of any fiendish lore finding a price with the mercenaries, even items so mundane as fiendish bodyparts being valued for study. Hoarding their fiendish lore and relics, the mercenaries will go to any length to secure more rare acquisitions particularly true names of fiends. Perhaps most disturbing might be word of gatherings in black robes with occult activities indulging the same evils they hunt.

Alignments: Lawful and Evil leaning
Notes: GMT oriented, players further from the timezone may struggle to join in on activities. Split membership with other factions should pose no problem unless in direct opposition.

Themes and expected challenges:
Demonslaying, witch hunting and more casual adventuring await with an emphasis on gaining greater understanding and mastery of fiends. Likely conflict for those interested in taking part in the scholarly focus related to the planes and outsiders.

Getting involved:
Reach out to those wearing the symbol when you spot them or get entangled with fiends. Join the discord if you want to arrange something.

Contacts:
Ukhail Gylao

Discord:
The Few

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