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Author Topic: Player-Created Faction Guide  (Read 51003 times)

Vokan

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Player-Created Faction Guide
« on: July 15, 2009, 02:12:58 AM »
Unofficial Player-Created Factions

The purpose of this thread is to bring to the front Player-created Factions, and to show new and old players a greater breadth of choice they have for character concepts outside of the official faction list.
The main difference between a Supported Official Faction and a Player Faction is DM and Development Team support. While the Supported Factions are very well fleshed-out and excellent, sometimes one cannot find exactly what they want to roleplay within that list. That is where Player Factions come in.

What is a Player Faction?
A "Player Faction" is an unofficial player-formed group that adheres to a certain In-Character goal or ideal. The types of which are many and far-reaching - a group of bandits, a dwarf clan, a druidic circle - the possibilities are endless. It is the spirit of working together towards an In-Character cause or ideal, and entering into the vibrant and immersive dynamics of the server. While many outlanders make friends and enemies while traveling alone, joining a player faction brings even further dynamic possibilities.

How do I join a Player faction?
This will vary from faction to faction, just as the supported faction recruitment happens. Some are secretive, others are very visible. You could make a fresh new character designed to join the faction, or have one you already play find an interest in them. Sometimes it can be difficult to find who leads a faction - but a quick OOC tell/PM to one of the members can be useful to arrange an IC encounter.

What is expected of me when joining a faction?
Again, this varies from faction to faction. However, it is best to join a player-faction with a very active character. Some like to make a new character spontaneously, but once the luster wares off, return to their 'main character.' This usually hurts factions more than it helps them, most factions put a lot of time and resources into helping their members, so playing with an active character is the most ideal choice. After all, the more you put into your character, the more you will get out of it!

Are all Player-created factions true to Ravenloft canon?
Yes and no. The nature of Ravenloft, and the Core as a whole, is that characters arrive from all realms. Thus, a player-faction group of druids from Faerun, for example, would be "canon," but not 'native' to the Core. Many of the most prominent religions and kingdoms in the lands of the Core arrived from different realms, the Lawgiver Cult and the cult of Belenus being strong examples. And while the Morninglord cult found its roots within the core, its strong similarity with the cult of Lathander hint at its possible lost history. That being said, unlike many of the Supported Factions, most player-factions are not found within the sourcebooks of Ravenloft canon. This does not make them illegitimate, however, they are simply dynamic expansions to our ever-growing world.

Active Factions
The following groups are active and recruiting!

The Archondum
The Black Gauntlet
The Brotherhood of Elturel
The Christian Orders
The Church of Kelemvor
The Cult of the Old God
The Eye of Nuvis
Le Fracas
The Guardians of Degannwy
Hollow Halls
House Lueltar
The Order of the Crow
Ravens of The Mists
La Société de Legerdemain
The Knights of Virtue



Status Pending
Groups listed in this section are required to confirm their current activity status either by updating their group's thread, or by informing the DM or Dev teams.
Groups that give no sign of activity will be removed after a certain time.

Groups must also link their player-managed forums if record keeping is desired by Dungeon Master.

(None)
« Last Edit: January 05, 2022, 07:42:27 AM by Iluvatar / Madness »

Malvado

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Re: Player-Created Faction Guide
« Reply #1 on: March 02, 2016, 11:53:03 AM »
The Black Gauntlet
The holy symbol of Bane, during the Era of Upheaval.




The Organization

Many pin down the Black Hand's arrival into the Core with poor results, some brighter and seasoned scholar date the appearance of this mysterious group in land of the mists somewhere between 760 and 764 BC.

Those who are not familiar with the strict military hierarchy of the Church of Bane often tend to be confused and mistakenly grant detached contingents a loyalty of their own, this is not the case.
The Black Gauntlet has undergone a multitude of changes during the years, absorbing into their ranks several minor orders of the same religious branch (A prime example was the inclusion of the group called 'The Black Hand').
The group brings nothing but bad news and carries a tragic history of murders, dark omens and business ordinary men would rather die than meddle in. They're mostly known for their adamant faith and unwavering loyalty to their beliefs, stressing the 'no compromises' side of their doing.
Oftentimes mistaken for a group of mindless fanatics, the followers of the Black Hand or Bane are far from that, the organization is said to shelter skilled soldiers in the art of war, shrewd diplomats, assassins and rumours of arcanists were often mentioned. It is through honest confrontation of words and the that this group bases on its activities and influence, The Black Gauntlet's reach favors many subtle ways of obtaining numbers and connections, from the most raw approach of torturing, threatening and subtle espionage to the brighter and gentle ways of oratory.

The information surrounding this group is cloudy, their goals guessed one too many times, but no one really had clarity to picture what final achievement the group was striding for.

The Black Hand has a somewhat sporadic activity, the black and green cloaks populate the land of the mists only when the Knight Commander orders them to, lately a tendency of despair is brought to anyone who'd sight the portrayal of a Black Gauntlet, knowing too well what would come right after.
Well equipped and populated by by people who understand the need for order, this combination of qualities makes the Bane oriented military group a more credible threat than any of other evil or chaotic forces, despite their willingness to sacrifice themselves in a frenzy of killings, the rare sightings of this group made clear that duress and control was a requirement, and unbridled chaos, despised. Domination is preferred to debauchery, and carefully limited discord to stability. Cruelty, torture, and mayhem are tacitly encouraged.





« Last Edit: December 04, 2020, 05:34:43 AM by Malvado »
Also Gioia 'Joy' Tauro

Sinful Mystic

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Re: Player-Created Faction Guide
« Reply #2 on: December 10, 2017, 11:51:53 AM »
The Guardians of Degannwy


Those Elves that have chosen to call Degannwy home may find a further calling by joining the Guardians. Devoted to the safe keeping of Degannwy, and also to the mentoring and leading of growth of all elves stuck in the mists, the Guardians take an active role in maintaining the peace of the grove. Due to the xenophobic nature of Barovia, the Guardians try to keep their organization mostly secret.

Alignments: Any

Races: Elves, half-elves

Classes: Any but Pale Master and Blackguard

Ranks and structure: The Guardians are lead by one devout to the idea of providing for all elves. Underneath them, there is a council of elders that help to lead and make decisions.

Role: The Guardians are multi dimensional. They serve as a casual militia, a cultural promotion group, a welcoming committee to new Elves and agents against the dark forces that are a danger to the land.

Getting involved: Any Elven character that spends time in Degannwy will quickly learn about the Guardians. If you are having trouble connecting with the leadership a PM can be sent to:

 Tinu Naur (AgentGibbs)

Elrebril (Moshimo)

Caerylia

Eruheran

Forum: http://degannwy-guardians.freeforums.net/
Discord Channel: If you feel you are seriously involved in Degannwy activity and wish to be invited to our discord channel contact any of the leaders above.
« Last Edit: February 13, 2020, 01:45:18 AM by Deceit »
Mishandra

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Re: Player-Created Faction Guide
« Reply #3 on: January 26, 2020, 08:56:15 AM »

A recently unknown order of villains & fiends to have appeared out of the War of the Black Rose; and the scourging of Degannwy. With what seems to be a history steeped in Sithicus folklore, this group seems intent on the destruction of all that opposes it. However its goals beyond that seem unknown, except for the acquisition of power for its members.

“The spineless suffer at the hands of the strong, it's the way it has always been” - An Unknown Shadow Seat

Quote
Deeds of Power
The order claims credit

The Attacks on Degannwy
Throwing a Dwarven King from a cliff
The summoning of great fiends
The summoning of Soth
The defiling of Yggdrasil

Thematic: The Eye of Nuvis much like its namesake, only the truly wicked can see. This cabal of men and women are in the same league as thieves guilds or mercenary companies that cater to the darkest of lords in the Core. Having already met many named powers, they invoke the same presence as many established secret societies.

Alignments: Lawful Evil, Neutral Evil, Chaotic Evil, Lawful Neutral, True Neutral, Chaotic Neutral. While the faction allows those of a neutral persuasion entry they seldom stay that way for long, descending act by act until the very moral fibres of their being are obliterated.

Classes: All except Paladin, and those that require good aligned characters

Joining: We will find you. Acts of greed and a general lust for power attracts the Eye. You may also contact this account for any questions.


« Last Edit: October 26, 2020, 01:35:53 AM by D »

Hypatia

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Re: Player-Created Faction Guide
« Reply #4 on: March 18, 2020, 08:17:00 AM »
The Knights Templar

This group is now part of the Christian Orders, but the information still applies.

Spoiler: show

Deus Vult

The Knights Templar is a monastic military order within Christ's church of Barovia. A home to Gothic Earth Christians trapped in the mists. This order gives structure and purpose to those Christians who wish to crusade against the Legion and provides a safe-haven from the persecution of both local and outlander faiths. While the clergy of the church focuses on charity and healing, the Knights Templar train and prepare to combat the legion of the night with faith and martial prowess.

Worship: Catholic Christian
 
Alignments: Any who believe they are good.

Races: Any

Classes: Any, though Paladins are sought.

Roles:
Prior: the commander or the order who has final say.
Seneschal; advisor to the prior, 2nd in command,
Marshal; 3rd in command whose job is to take battlefield command and issue orders to sergents.
Sergeant (3); each is responsible for commanding the Knights and squires assigned to them, and for recommending promotions from squire to full membership.
Knight; rank and file soldier of the Knights Templar with voting rights.
Squire; once an initiate is accepted, they must proves their loyalty, devotion and conduct.

Expectations: In a world of moral relativity and rampant hedonism, those of the faith are to be seen as bastions of goodness, purity and restraint. Honesty, humility, courage and charity are hallmarks of the order.

Joining: Those seeking to join the order should look for anyone wearing the red cross on white tabard. These petitioners will be questioned by as many members as possible and no less than 4. If no objections are heard, prior will accept the commissioner as a squire to the order and they will be issued a grey squire’s tabard.
« Last Edit: September 24, 2021, 03:30:46 PM by MAB77 »

DM Bara

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Re: Player-Created Faction Guide
« Reply #5 on: July 29, 2020, 04:59:55 AM »



Membership

The Archondum is a heavy RP faction with focus on dwarf events and interests. Joining with an alt that you play once a week for the events only is not what we are looking for. We invest alot on the members of the faction, and we seek those that wish to play the game with a dwarfs perspective of things.


How To Get Involved

There are regular IC events where anyone is allowed to attend. Seek out any member of the archondum and they will inform you IC how to get involved


Activities

1 large gathering a month where the Archondum decides what we do next, vote in new members and add grudges to the book.
Weekly events where we gather and do something together. Slay a dragon, craft adamantine armor or get totally piss drunk in a tavern.
Lo thar!

Serverus

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Ravens of The Mists
« Reply #6 on: July 29, 2020, 07:36:54 PM »
Ravens of The Mists


Ravens of The Mists are a group of adventurers that banded together to take the fight to the undead in the Vallaki crypts. They defeated the leaders of the dark Huevaca Priesthood who continue to plague the crypts all over Barovian and Har'Akirian regions alike. They decided to officially come together in the year of July 775 and form an alliance of the most prominent defenders in Ravenloft. Together they have overcome fierce werewolves, cults of blood thirsty vampires, outlaws, cultists, Invidian tribesmen and some of the most wicked forces the realm has ever seen. Even if they had gods before, in the Mists, they are not inspired by any gods or governments, but they are free willed men and women, who travel together to defend the people of Ravenloft, even if it means siding with other factions, Counts, Rulers or governments to achieve this. The Raven, the common bird was a near-universal symbol of dark prophecy—of death, pestilence, and disease—though its cleverness and fearless habits also won it a degree of respect and admiration; as evidenced in its noble heraldic roles in the mythology of many civilizations. Unlike most of its species, Ravens are not afraid to travel the mists at night.

Members

_________________________________________

Name: Dalitso Leonard

Occupation: Swordsman (Scimitar Specialist)

Deity: None

Realm: Born in Toril (Raised as Akiri)

Race: Human

He was born as a bastard, in the desert Kingdom of Zakhara, from the womb of his Bedine mother who was a whore and his father, a Calishite noble, who disowned him. In Toril, the southern Border kingdoms produced firm handed warriors; all children must train to hone two blades in battle. Naturally he was ambidextrous and preferred the scimitar because of its lighter weight. At the age of 10, he vanished and was taken in the Mists. There he was raised by a caravan family of sellswords, that made their living in the Har'Akir desert. His adopted father was Akiri born and since Daltiso had the looks, raised him as such. His father did not follow any gods nor did he disapprove of the looting of temples; wherever there was a profit to be made, he supported it; Dalitso took on this same mentality. This caused them many scraps and disagreements with those who adhere to the ways of The Green Hand. In time, they decided to leave Muhar, thus during an expedition in the mountains, Dalitso and his father's band was ambushed by a pack of shapeshifters. Ever since that night, he had swore a promise to his dying father, that he would help cleanse Ravenloft from these abominations, so that all those who travel in the Mists shall be safe.



_________________________________________

Name: Kyras Lastron

Occupation: Former Knight of Takhisis

Deity: Takhisis

Realm: Dragonlance

Race: Human

Born of a Blood Sea Mariner and a Knight of the Rose, Kyras was raised by his Mother who worshiped Zeboim. His father left back for his Knighthood leaving him fatherless. He was approached by a man calling himself Ariakan and he was forming a knighthood. He explained it to young Kyras, of their teachings and foundings. He was eager and said yes, with his mothers blessings. It was here he learned more of Takhisis and became a squire amongst the Knights. He eventually became a Knight of the Lily and was in a unit that was setting march to Palanthas to take it over for his Queen and Goddess when he was enveloped in the Mists and found himself in a strange new world.


_________________________________________


Name: Anuksana Ravenwing

Occupation: Mage

Deity: None

Realm: Myth Drannor

Race: Sun Elf

She was born into a prominent family on the outskirts of Myth Drannor, she was trained as a mage from a young age and showed amazing aptitude. One night she was awakened to the sounds of battle and soon came to realize her estates where under attack by an orc tribe. She was captured and knowing little offensive magic she could not stop them from taking her. She spent the next 15 years in captivity. She was the handmaiden to the orc war chiefs daughter. A half blood named Eskall who treated her with at least some respect. At feasts she would be paraded our and made to our on shows with what illusion magic she had been taught then would be either given scraps for food or beaten for not being entertaining enough. One day her and Eskall where out of the lair and riding through the countryside near a lake. The guards where further back, so when the stopped and got down Anuksana grabbed a rock and snuck up behind the half orc. With one heavy blow she caved in the girls skull. As the body fell she grabbed the horse and jumped up and rode fast as she could away into the countryside.  Pangs of guilt gripped her for killing the only one to show her kindness since she has been taken. But she had done what she must... as she road and night fell a strange mist rose up. She quickly lost her way. After hours she nodded off and fell from the horse. When she awoke it was to the sound of music from what she would come to learn was the Vistani camp on the western outskirts. She has been in Barovia ever since


_________________________________________


Name: Nyreesha al-Morith

Occupation: Priestess of Lady Elah

Deity: Selûne (Aka Elah)

Realm: Toril

Race: Human

A priestess that was raised in the temples of Zakhara. She was Calishite born, grew up with Dalitso and trained with him when he was a boy, in the heart of the Border Kingdoms, which occupied an area of lush grasslands between the Lake of Steam and the Shaar. Thus when Daltiso was snatched away in the Mists, she lost her passion for love and devoted her life to serving her Queen, who followed the divine path of Lady Elah. It was difficult for her to grow up in Toril without her love, but through the years she found her own path wihtout him. Years later, her fate was decided and she was taken in the Mists as well. Now they are reunited and she is helping him and her new companions fight those who threaten the peace that dwells in the Mists.


_________________________________________

How to Join? Contact me on the Ravenloft forums via message to set up an IC meeting with us.

Qualifications: Must be levels 5-9 (this will change depending on groups advancement), must join our Discord (contact for info)

Roles needed: Bard, Ranger, Druid, Rogue, Monk {We want to be a diverse fellowship so we don't want duplicate roles, unless you are a comeptent fighter we always need those)  :lol:
« Last Edit: July 29, 2020, 11:13:22 PM by Serverus »
"I am an Advocator for the downtrodden."

NacreCicatrix

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Re: Player-Created Faction Guide
« Reply #7 on: August 26, 2020, 11:01:52 AM »
HOLLOW HALLS

Folk come here a'treading to a woeful wedding...

⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻♦⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻

This grand home in Vallaki, once used for less-than-honest pursuits, is now a house of knowledge, death, and reverence. Hollow Halls provides funerary services to the public with a stress on honoring tradition.
Dealing with remains, sometimes in an investigative capacity, is a staple activity. Memorials and wakes are also hosted within the facility, and living wills and life chronicles are kept under lock and key in the deeper annals of the domicile.

Though most would consider it unorthodox, there is an emphasis on the arts within the organisation. Sagas and ballads are written to commemorate the lives of those who conquered, protected, and overcame great odds. The dead are lulled to their rest by poetry, and kept a'slumber by song.
Gundarakites who shun their rebellious cousins, and instead, wish to revive their arts and traditions may be inclined to visit upon the halls.

Dealing with the undead is inevitable, the morbid nature of the work considered. Though, not all of these encounters are liable to be hostile: where druids bond with animals, associates of this organisation may come to empathise with the dead. The settling of 'unfinished business' is stressed before an inch of steel is drawn. And, in the case of ancient and noteworthy beings, an account of their life may be sought before they are put to their final rest.

MEMBERSHIP
Alignment: Any are welcome to try their luck, but chaotic behaviour may not sail.    
Races: Any non-outcast.
Classes: In this faction, the character's profession is more important than their class.
Priests and laymen of relevant deities[1], chroniclers, morticians, historians, physickers, barber surgeons, graveyard keepers, exorcists, tortured artists, poets, story-tellers and minstrels will all find a place here.
Class suggestions include rogues, bards, monks, wizards and clerics. Others will be considered if suitable. Dirgist training is available, and there is potential for Monster Hunter training (specialisation in undead).

ORGANISATION & ACTIVITIES
There is no hierarchy, but members tend to gravitate towards one of two areas within the organisation: the dead, and rites pertaining to the dead (exorcism, burial, funerals, embalming), or the celebration of life (through chronicles, accounts, poetry, song, music).
Player initiative is key, though there are 'continuous' projects that can be worked on during down-time.

GETTING INVOLVED
See our posters here and in-game to learn how to get in touch IC. You can also DM us via Discord for OOC queries.
D.T.#6355 (Ophelia)
Nacre Cicatrix#6977 (Elás)


Forums

⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻♦⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻


 1. Examples include, but are not limited to: Jergal, Kelemvor, Deneir, Pharasma, The Eternal Order, Finder Wyvernspur, Milil, The Ancestral Choir, Anubis, Yama, Bragi, Myrkul...
« Last Edit: December 06, 2021, 10:12:24 PM by NacreCicatrix »

CorruptiveAries

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Re: The Order of The Crow
« Reply #8 on: December 12, 2020, 08:47:55 PM »

The Order of The Crow


Is a free military order, sworn to the protection of the realm and innocence.
We do not distinguish from one's gods, noble house, nation or blood. We do not participate in the wars and politics that fracture the realm, and leave all of us weaker to the true evil.

Our duty is to the realm and innocence as a whole. We know that the true evil, such as the Undead, werewolves and vampires would want to kill all living regardless of creed, god or calling. And such are the true enemies of the living.


All who join our order are sworn to our cause. They take the grey and black cloak signifying their oath taking and duty to the realm. We who take this oath, no longer live for our selves, but for the realm, and for each other. We are more then comrades in arms, we are the wall of men and women who do what we can to hold back the horde of evil. We share a bond only those in combat, and in life long commitment to each other and to the innocence of the realm experience. 

Those who wish to join, take heed. This is not a commitment to take lightly. But shall you wish to join our brotherhood, Must be outstanding citizens, with a clean record and good reputation. Every opportunity to prepare you for our cause is provided. Equipment, armor, weapons are given. There is a place for all who wish to serve the realm. Whether you be a warrior, craftsmen, or learned man of the arts. There is a place for all within the Order of The Crow.

Let those who wish to take upon themselves this duty, seek out Knights Commander Snow, Senior Officer Elene, or First Office patter. Or feel free to contact any member of the the Crow, who wear the black and grey cloak, and raven shield. We do not live a life of glory, or seek riches and fame. For our reward is every life saved, every new dawn, and every opportunity to hold back the true evil.


OOC INFO: all applying must be neutral or good allied,and none criminal. And be willing to be properly vetted. This faction is for RP primarily, and not for player to player confrontation. Feel free to contact me on discord at  Riggs#8271 with questions Thanks!



Summary: The Order of the Crow (Aka The Crows) is a free military order that swears to protect the lands and innocents that reside in them. The Crows do not distinguish between faiths, former or current nobility, nations, or blood. The Order of the Crow does not participate in political wars, or get entrenched in local politics as this leaves us weaker to the true threats of the world.

Each Crow swears a duty to the realm and innocents as a whole. The true evils being the undead, lycanthropes, and worse creatures of the night that wish to kill and harm living beings. All who join the Order are sworn to our cause. They take the cloak signifying their oath and duty to the realm. We who take this oath, no longer live for ourselves, but for the realm and each other. We are more than brothers and sisters in arms, we are the wall that does what we can to hold back the hordes of evil. We share a bond only those in combat, and in life long commitment to each other and to the innocents of the realm can experience.
Those who wish to join, take heed. This is not a commitment to take lightly. We are not a mercenary company, and do not seek glory and riches. Our reward is the safety of those we protect.

The order was founded and run originally by Former Knights-Commander Jerick Snow, after his retirement, the Order is now run by Knights Commander, Enryn Lewe.

If you wish to join our order, please see the information below.

Classes: All classes are welcome to join the Order.

Levels: All levels welcome (Ideally this faction is a good fit for low to mid-level characters)

Races: All races are welcome except for Half-Orcs, Calibans, Drow, Half-Drow, Duergar, and Tieflings (Other unusual races will be subject to a case-by-case approval after confering with other ranked members due to In-Character perceptions or repercussions)

Alignments: Any Non-Evil Alignment.

Getting Involved: For those that wish to be involved, please seek out Knights Commander Jerick Snow, or any member of the Crow wearing our cloak.

What Can Be Expected: This group is not an antagonistic faction, and is not focused on PvP, nor does it get involved in political events or battles resulting from such. The faction is ideal for newly misted of low to mid-level. As this group is not a mercenary company, there is no salary, however characters are free to craft and pursue their own individual interests to acquire gold so long as they are not being a sell-sword or involved in illegal activities.

Expected Challenges: Being that the faction is an Outlander-based faction, the normal stigmas applied to Outlanders can be expected at times or if characters are non-human and experience negative reactions from native characters. So long as members are not actively doing anything In-Character that violate the Crow's core values, do not knowingly associate with evil beings or creatures, or do criminal activity you will have few worries (outside of the normal dangers of the world).

OOC Note- While this group is inspired and based upon the Night's Watch from the Game of Thrones series, the faction is not as strict as the Night's Watch. Characters will never be asked to renounce their houses, faith (so long as it is non-evil), avoid relationships or marriage, and characters that need to take a leave of absence or leave the faction (Whether this is due to In-Character, or Out-Of-Character reasons) will not be killed/closured for doing so and are free to leave the faction at any time.
« Last Edit: November 09, 2021, 03:48:55 AM by CorruptiveAries »
Enryn Lewe

ladylena

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Re: Player-Created Faction Guide
« Reply #9 on: June 20, 2021, 10:51:03 AM »
Cult of the Old God

Death. An eternal circle, that we experience as a joke on us all by Nerull.
For before they spoke we were young and new, we had never experienced anything.
There was just existence, no life or death as we know it. But that changed.

A God came down and spoke to us,
He told of the wonders in the world,
Of the trickery and fun
Taught us of the cycle.

While we played he grew bored, we grew dull.
"Come children, come and listen to my wisdom."
He sent his winged and horned servants to bring all together
And began to speak.

He showed us the seasons
The warmth of the sun, the cold of the frost
The cycle of nature. Birth and rebirth,
Trickery is his nature, and so he spoke
"All things whither and die, Children.
"All things come to an end. Even you.
"Do not forget the cycle of nature."

Some of us he pulled aside.
"Trusted ones, know the truth;
Death is a joke. Be my eyes and ears."
He gave his few a sliver of his power.

The power to continue his prank.
Undeath grew from this as lazy Nerull
Ceased to monitor his joke.
"Horned ones, winged ones.
"Send back the fools for me.
"Keep them in line."

And so his servants set out
They collected the wandering dead
Returned them to their place
And let the joke play out.

The Tenets of The Old God

1. Do not take the life of a child. Every taken life must matter.
2. Respect Death, for it is everywhere, and always watching.
3. Secrecy is key.
4. Those who betray shall fine no reprieve or safety from harm.
5. The Hunt is Sacred.
6. Revere the Night, for She is Mother to all.
7.Trickery, lies and deceit shall be our tools.
8. It is our job to hasten his joke. Spread disease, chaos, and death in meaningful ways.

Description:

A lazy trickster who created death as a deception to amuse himself. His preoccupation with watching his deception allows for souls of the deceased to escape creating undead. He has delegated his Godly duties to a host a devils and demons and fiends, who often do as they wish instead of as they should. A god of the cycle of death and rebirth, deception, death and trickery. A secondary aspect is the Night Mother whom is viewed as the maternal figure that life originated from and may return to some day. She is viewed as being the darkness that gives birth to all things. Like the seeds that grow from the darkness of the soil, or the darkness of the womb.

On Death:

There are two types of death; first being the common or false death that people are resurrected from. The second being a true death, where the soul does not return to the body and is thus free of suffering and the deception created by the Old God. This is seen as a continuation of the deception by allowing people to be brought back from death or breaking free of it by not returning to the body. If the soul does not return then there should be celebration for they have deciphered the Old Gods grand deception and found their way home to the Night Mother, the only other way to achieve true death is by willingly sacrificing yourself during rituals which should be held every few months or when there are matters that need extra guidance.

~Alignments~
Neutral Evil, chaotic evil, neutral, lawful evil (best suited for non good alignments, but if you want to join as a good aligned, go for it)

~Races~
Humans (Barovian and Gundarakite take priority, outlanders will not likely be allowed but anything is possible with rp)

~Classes~
The following classes are highly recommended: Cleric, Ranger, Fighter, Blackguard, Rogue, Sorcerer (most classes really)

~Location~
Barovia (vallaki mostly for now)

~How to get involved~
Pay attention to whispers in the shadows, fliers around Barovia, be native or reach out to me (here on the forum or ladylena #9416 on discord)

~What to expect~
Secrecy, subterfuge, sacrifices, occultism, religious ceremonies, rituals, rebellion, demonology, expect conflict

~Role~
To establish a cult more in line with the ravenloft description of Nerull (This Gundarakite death god was both sanctioned and encouraged by Duke Gundar when he ruled the lands that were once Gundarak. He is believed to be a very ancient deity, perhaps a corruption of Irlek-Khan, the demonic entity worshipped by the Neureni hordes who once conquered Barovia eons ago. He is portrayed as a trickster who created death as a deception, and delegated his duties to a host of demons. His neglect of his duties allows the dead to escape, thus creating the undead.) Will also be focusing on freeing Gundarakites and Barovians from the oppression of the count, and creating a better Barovia for Gundarakites.
« Last Edit: January 18, 2022, 12:15:28 PM by ladylena »
Currently playing: Erzsebet Varga

Bereus

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Re: Player-Created Faction Guide
« Reply #10 on: August 08, 2021, 01:17:47 PM »
Brotherhood of Elturel



Once riding forth as part of the famed Hellriders of Elturel; these few warriors clad in crimson and white, marked with an upturned crescent find themselves stranded in the mists of Ravenloft. These lost warriors have banded together as a brotherhood dedicated to protecting the helpless and innocent. Heavily embodying the teachings of the deity Helm and the Hellriders of Elturel from the Forgotten Realms setting. Cut off from the city of Elturel these warriors have begun inducting both fellow Outlanders and locals in their ways with the aim of bringing order to the dangerous lands within the mist, indeed any traveller can expect aid from the brotherhood and find a multitude of holy symbols amongst their heraldry.

Embodying knightly ideals mixed with a strong sense of brotherhood, those seeking to emulate the knight-errant shall find a place amongst the plateclad warriors of the close-knit Brotherhood. Their strict codes of conduct render them a trustworthy force willing to lay down their lives before risking harm to those under their protection. Those rejected by local governments cannot be permitted within their ranks if such hinders their ability to do their duty, thus the majority within the brotherhood are humans.

Members of the Brotherhood are charged to be vigilant and to be fair and diligent in the conduct of their orders. They must protect the weak, the unpopular, the injured and the young and not sacrifice them for others. They must anticipate attacks and be ready, know their foes, and care for their equipment. They train and exercise so as to always be able to carry out their duties as best they can. Like the Hellriders of Elturel joining the Brotherhood is for life, no matter how short it turns out to be. Those determined to resign are given a final mission involving very difficult tasks, and even if they succeed and survive are stripped of gear provided, exiled and named a heretic for abandoning their post.

Leadership:
Marshal Rodrick Silverblood with the most senior member temporarily taking over in the case of the Marshal falling in combat untill a council can be held to determine the new Marshal.

Eligible Members:
Races:
Primarily Human, Any Non-Outcast

Classes: Paladins, Clerics, Fighters
[Any class complying with the alignments and ideals listed]

Alignments: Lawful, Neutral (LN, LG, TN, NG)
[Chaotic alignments will struggle to blend in with this disciplined force.]

Themes: Loyalty, Faith, Honour, Law-abiding, Morality, Vigilance.

Interested? Contact:
Any member ingame or those below via PM;
Rodrick Silverblood
Atuar of Omu
« Last Edit: October 20, 2021, 06:30:38 AM by Bereus »

Famous Seamus

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Re: Player-Created Faction Guide
« Reply #11 on: August 22, 2021, 08:54:09 PM »
THE CHRISTIAN ORDERS


“As it is, there are many parts, yet one body.”



The Christian Orders are an ecumenical Christian faction sworn by oaths to God to protect the innocent, fight back the darkness, feed the hungry, help newcomers, and rescue souls trapped in this dark realm. They are a collection of groups united under the aegis of Christ’s Church of Barovia. They are warriors, priests, healers, diplomats, tradesfolk, and scholars in different forms.

The faction is a haven to Gothic Earth Christians and converts alike. The clergy focus on spiritual teaching and prayer to combat evil, while the knights and militant orders grapple with the shadows and the creatures of the night through faith and martial skill.

Members of the orders are often “the people’s knights,” called to charity and compassion just as much as combat. Knights, clerics, and laity may be seen working in the church’s infirmary, praying quietly amid the candles in the chapel, roaming roads and wilderness in search of those who need help, battling monsters, and delving the far reaches of the Demiplane of Dread to confront the powers of evil.

Some members may choose pacifism, some may dedicate themselves to prayer and study, and some may strive to master tactics and combat.

But all are called to stand against the forces of darkness however they can.




Note: Until further notice, this faction incorporates and supersedes the old Knights Templar faction listed earlier in this thread.



CHARACTER NOTES

Worship: Ecumenical (pan-denominational) Christian. Many current characters are Catholic, but Catholicism isn’t a requirement for membership.

Alignments: Any non-evil. Chaotic characters may struggle somewhat with the discipline required of most faction members, but there have been several successful chaotic characters. Neutral characters may find their actions gradually shifting toward good.

Races: Any, although given the political climate of Vallaki, Drow, Tieflings, and Tanarukks are not able to join one of the militant orders.

Classes: Any except Assassin, Blackguard, and Pale Master.

Hexblades may struggle with the faction requirements. Voodan and druids who convert and join run the risk of losing access to their powers and abilities granted by those classes.


FACTION ORGANIZATION

The Christian Orders are overseen by the Prelate, the leader of Christ’s Church of Barovia. Each order or group within the Church is semi-autonomous but cooperates closely with the others. Three groups currently comprise the faction.
- The Knights Templar
- The Knights Hospitaller
- Clergy and laity


FACTION ROLES

Prelate – The head of Christ’s Church of Barovia, who advises, leads, and steers the groups

Militant Orders
Prior (Knights Templar), Preceptor (Knights Hopsitaller) – The heads of the militant orders
Senior Officers (Seneschals, etc.) – Knights who help the Prior and Preceptor lead the militant orders
Junior Officers (Sergeants, etc.) – Knights who help to lead missions and lead other knights in battle
Knights – Rank-and-file soldiers who have successfully completed a period as a squire
Squires – Initiates who are training for knighthood

Clergy
Father Superior/Mother Superior – Head of the clergy and laity
Priests – Fully ordained members of the clergy who have taken all of the priestly vows
Deacons – Ordained members of the clergy who have taken only limited vows
Lay Brothers/Sisters – Faction members who don’t belong to a militant order and haven’t received clerical ordination


PARTICIPATION & JOINING

Expectations: Those of the faith are expected to pursue goodness, purity, and restraint. Honesty, humility, courage, compassion, and charity are crucial. Members are expected to abide by the law and uphold just laws as much as possible. They are also expected to act with discipline and a degree of wisdom. The actions of one reflect upon all.

Themes: Christianity, loyalty, duty, faith, monster-hunting, knighthood, healing, diplomacy, compassion, honor

Joining: Message Prelate Vandryn Carro (Famous Seamus on the forums and Famous Seamus#3915 on Discord). Alternatively, find a Templar (white tabard with red cross), Hospitaller (black tabard with white cross), or cleric or layperson in game.

Christian Orders Forums: https://potmchristianorders.freeforums.net/
Main Faction & Templar Discord: https://discord.gg/3Gm5zj56
Knights Hospitaller Sub-Discord: https://discord.gg/2hxENWF5


ADDITIONAL Q&A

Do I have to be a Christian IRL to join?

Spoiler: show
No. While a passing knowledge of the faith can help, our players come from many backgrounds, and many have played successful Christian characters.


Will I be expected to become a Christian IRL after I join?

Spoiler: show
No.


Are you going to preach to me?

Spoiler: show
No. Given the nature of the faction and the RP, OOC conversations about faith do come up. We welcome you to explore the faith as much as you want, but preaching is not the aim. While members are allowed to have mature, respectful conversations about religion and other serious topics, we ask that our members’ extensive or debate-y OOC conversations about religion occur only via PM or in a private, tightly moderated section of our Discord that players must request access to join.


Will religious prayers, ceremonies, and acts come up IC?

Spoiler: show
Yes. As with any other religion-based faction in POTM, members of this faction may pray or perform rites in character. We stress that these are a performance strictly in character. While rites and prayers in the game may reflect or borrow from IRL Christian tradition, they are not the equivalent.


Your characters don’t act exactly like historical Christians. What’s up with that?

Spoiler: show
You’re right; they don’t. There are three reasons for this.

1. The faction is an ecumenical group comprising Christians of various backgrounds spanning nearly 16 centuries. There’s no single type of “historical Christian” for the faction to be patterned after. Instead, it’s a hodgepodge of beliefs and perspectives from across time.
2. At any given time, a substantial portion of the faction also comprises converts from realms beyond Gothic Earth. (Case in point, the current Prelate is a Faerunian half-elf.) Naturally, that means that while all characters do their best to represent a genuine version of the faith, their approaches will be different.
3. We recognize that there have been certain hot-button topics throughout Christianity’s existence. To avoid OOC concerns and grief, we attempt to skirt any potential issues while playing truly to the core of the faith. Gothic Earth characters who, if being true to history, would have concerns over certain topics often make a “historical concession” or “historical compromise.”

At the end of the day, the goal is to maximize fun while giving characters room to explore the various branches and flavors of the faith without causing OOC hardship.


Does the faction exist just to use IC interactions as a way to preach the religion OOC to the POTM community?

Spoiler: show
No. If someone becomes interested in the faith OOC by playing in the faction or by interacting IC with a member of the faction, that’s their personal choice, but we’re not here to proselytize.

We’re in this faction for different reasons. Some members are Christians who find the experience an interesting opportunity to explore their faith in a new light. Some aren’t Christians but are using the experience to learn more about the faith. Some are looking for the challenge of playing a foreign religion or a Gothic Earth character. Some just want to hunt monsters or think the tabards look cool. All of us are here to have fun with each other and with you!


Do I have to make a Gothic Earth character to join?

Spoiler: show
No. Converts are welcome, although clerics and paladins who convert should be aware that there can be IC consequences and required processes for changing faith.

That said, if you do choose to make a Gothic Earth character, remember that the cutoff date is the year 1650 and that all Gothic Earth characters must learn Common through RP.


Does my character have to join a militant order or become clergy after they join?

Spoiler: show
No. You’re more than welcome to keep the character as a layperson, although we always like seeing more clerics and people in tabards! Within reason, it may also be possible to establish another group in the faction.


Do I have to play a martial or full BAB character class to join one of the militant orders and become a knight?

Spoiler: show
No. Knighthood in our faction is just as much about vows, duty, ideals, and a way of life as it is about martial prowess. In the past, we’ve had clerics, rogues, and bards successfully play as knights.


Do I have to join your faction if I’m playing a Christian character?

Spoiler: show
No. Several Christian characters have played apart from the faction, and that’s OK. That said, if you feel like your character’s goals align with the faction, we hope you join us!


If you have other questions, message Prelate Vandryn Carro (Famous Seamus here, Famous Seamus#3915 on Discord).

Image at top: Stained glass window from St. Andrew’s Church, Temple Grafton, Warwickshire.
« Last Edit: January 19, 2022, 01:06:09 AM by Famous Seamus »


Smoke and Mirrors

  • Theatre de la Cathedrale
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Re: Player-Created Faction Guide
« Reply #12 on: August 29, 2021, 12:25:57 PM »
Quote
La Société de Legerdemain



La Société de Legerdemain is a Dementlieuse secret society of wizards, arcanists, and spiritualists, one that pretends to be but a simple guild of stage magicians, mentalists, contortionists, hypnotists, and other similar "mystical" stage and street performers. It is true that La Société de Legerdemain is such a guild, but the true organization delves into much deeper occult knowledge.

ALIGNMENTS:
Any, though chaotic characters may find themselves more at home.

RACES
Any non-outcasts

CLASSES
Wizards and beguilers will find themselves most at home in La Société de Legerdemain, though Voodans who do shows centered around spiritualism and their talents as mediums will find themselves welcomed as well. Bards might likewise find a place on La Société de Legerdemain's stage. Innate spell-casters such as sorcerers will have to exercise caution in revealing the nature of their talents and abilities.

LOCATION
Dementlieu - Port-a-Lucine - Quartier Publique - Club L'Artiste

ON JOINING
For some reason or another, La Société de Legerdemain keeps surprisingly tight controls over who is inducted into their ranks. Stage magicians and performers are routinely invited to take the stage at Club L'Artiste, yet in order to welcomed as an official member, considerable vetting must take place, with one member being willing to sponsor the newcomer. Even so, the organization will favor those who are proactive and show an interest in performing on Club L'Artiste's stage when considering prospective membership.

If interested, please contact;

Stella Seifert, played by Smoke and Mirrors

or

DM Agony

Additional Resources:

Gazetteer III, p. 20-21
Book of Souls, p. 61-64

« Last Edit: August 29, 2021, 01:29:55 PM by Smoke and Mirrors »

The Broadsheet Boys

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Re: Player-Created Faction Guide
« Reply #13 on: September 23, 2021, 06:07:36 AM »
Quote
Le Fracas



Less an organisation and more an informal collective operating in the underbelly of Port-a-Lucine. The Shattering is a collection of artists, thieves, rebels and anarchists of all stripes loosely united in their rejection of corrupt authority, expression of banned art and disdain for vast wealth divides. The focus of the Shattering is on bloodless theft, provocative vandalism and social upheaval. Though they are certainly criminal in nature, they reject acts of cruelty or harm brought to the common man while celebrating those that stick it to the rich and powerful.

ALIGNMENTS:
Any, though malicious forms of Evil are likely to find themselves swiftly disliked. CN, TN, NG and CG are most likely to suit the anarchist ideals.

RACES
Any.

CLASSES
Rogues, beguilers, bards and performers of all stripes are likely to find their skills valued by the Shattering, and a stage for their artistic expression. Ultimately, though, any character with a strong rebellious, populist or hedonist streak will find the Shattering to their tastes.

LOCATION
Dementlieu - Port-a-Lucine - Quartier Ouvrier - The Thieves' Highway

ON JOINING
As an informal collective the only hard requirement to being a part of the Shattering is acting on the ethos. The Shattering does not define formal membership, though some figures take up roles such as performers, information gathering, protection and trading. Those interested in becoming a part of the Shattering should attend their sermons and events, simply host their own in the Colibri or seek the regulars directly for work, support or direction.

If interested, please contact;

Vanilie, played by Curbstone Trappings, Catherine "Cat" Lacroix or Savra.

or

Simply start your own mayhem!

« Last Edit: September 23, 2021, 08:44:32 PM by The Broadsheet Boys »

Siobhan

  • The Underworld
  • Outlander
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  • Posts: 84
  • Till human voices wake us, and we drown.
Re: Player-Created Faction Guide
« Reply #14 on: October 06, 2021, 02:05:32 AM »


House Lueltar
Influence & Indulgence


Light leads to hatred, dark to delight.
The best of all things are done in the night.



Summary: The primary purpose of House Lueltar is to explore the juxtaposition between Forgotten Realms Drow culture and the lands of the Mists they now find themselves in. Every dark elf shunted onto the surface must inevitably face a world that considers them outcast and thus reflect; when one may have spent their lives in the great depths below, how must they endure and adapt? What must a drow do when accustomed to a culture of cruelty and domination, to survive and prosper in a world where humans reign supreme?

The answers change depending on who is answering, yet one thing remains consistent: beyond the darkened smiles and the gifts or daggers held behind backs, the violence and hedonism of the drow lies buried, concealed behind closed doors and beneath the city streets.

House Lueltar operates as a small network of drow and those who serve them, seeking to define their own version of ascension. It is not enough to survive; they must thrive, but in a way that does not betray their core values of arrogance, self-interest, and decadence. The characters do so by living on the knife’s edge of intrigue and deception, utilising a balance of harmony and conflict to drive them forward and achieve individual aims. They navigate the grey space between levels of human society, where questionable actions and dubious morality can lead to advantage.

Some examples of opportunities:
  • A newly-misted drow seeking the support and structure of kin, to scheme for dominion or align with a newfound family.
  • Exploring service and dedication as a servant under the ambitious expectations of a dark elf.
  • Affiliate as a mercenary, craftsperson, information broker, or merchant; a mutual desire to have an official association without the ‘honour’ of being claimed by service to a drow.
  • Organized raids into enemy territory for plunder and sport. Notable victories are often currency for prestige.

Classes: No class restrictions - though Paladins, Voodans, and Druids may face challenges with the drow’s innate religious ties to the Dark Seldarine.
Levels: All levels are welcome.
Alignments: Drow (any evil or neutral), servants (any alignment), affiliate (any evil or neutral)
Useful additional languages: Undercommon, Elven.

Expected challenges: As a member of an antagonistic and evil society, it is anticipated that confrontations with other characters will occur, even if your character works hard to avoid them. These are treated as opportunities for story development, rather than failures, and we expect mutual OOC respect from both parties. We play with others, not against them.

Getting involved: Although this player faction primarily revolves around drow, any character actively associating with a member may be inducted into House Lueltar, or accepted more casually as an affiliate. You can contact the following directly via forum PM or Discord, or through IC means:
- Shrixenna Lueltar played by Siobhan (i8thelastcookie#6898)
« Last Edit: January 09, 2022, 03:28:32 PM by Iluvatar / Madness »

Holgard

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Re: Player-Created Faction Guide
« Reply #15 on: October 08, 2021, 11:35:27 AM »

The Church of Kelemvor


Death is but a part of life;
Fear it not,
Evade it not,
And view it not as evil.


Summary: The purpose of The Church of Kelemvor is to provide an place to roleplay being faithful to Kelemvor and Jergal as part of an organized, structured group. As such, this faction encompasses a very wide variety of roles. Outwardly the Church of Kelemvor is a peaceful charity organization, seeking to reduce the suffering of those around them. Working to maintain the Graveyards around the Vallaki area in cohesion with Hollow Halls Mortuary and to temper their own faith.

On the inside, the Church of Kelemvor maintains a rigid ranking and tutor structure where newly initiated are trained by those whom have been within the Order for a longer period of time. They seek out the Undead and Necromancers of the realm with the express purpose of destroying them as their practices and very existence harms balance and brings suffering onto the world.

Members of the Church are expected to follow the charge of Kelemvor and use it to better themselves in both the short and long term. In doing so, neutrality is demanded. The Church of Kelemvor must be able to operate freely between borders, tend to the wounded, dying, and dead. Seek out Undead in the far corners of the Core and maneuver outside of politics without drawing the eyes of the local governments.

Roleplay Opportunity Examples:

  • A gravekeeper or gardener from Toril, seeking to tend to the various graveyards around the Vallaki area.
  • A cleric or Paladin to Kelemvor or Jergal wishing to return to service in a temple that reminds them of home.
  • Newly converted members of the faithful to Kelemvor or Jergal joining as an initiate to further their knowledge and support the charge of these gods.
  • Healers seeking the protection of the church while practising their trade safely and away from hostilities in war time.
  • Anyone who wishes to partake in and serve a religious order to better themselves and steel their faith.


Classes: While we sport a majority of Clerics and Paladins, any class is acceptable excepting the use of Necromancy.
Levels: All level ranges are accepted.
Alignments: Lawful Good / Neutral. Neutral Good / True Neutral are preferred. As the Church is rigidly structured, Lawful characters may enjoy their time more.
Languages: Common. Celestial is the language of the Gods and is often used in prayer, knowing this language is helpful to your character in the church but not required.


What to expect: Weekly roleplay events in Vallaki surrounding the Temple in the Warehouse District. Training on how to identify and slay the various types of undead which plague the core. To learn the charge of Kelemvor and Jergal while supporting their dogma through various actions around the Core. To take part in a rigid ranking structure within the Court of the Dead, beginning with Initiate and ending in higher clerical roles such as Doomguide or the Grim-Knight.

How to Join: One can join by seeking out current members of the Church and expressing interest in service to the temple and the gods such as Grim-Knight Aeric Sunward or Ordermaster Ramon Bhakul. One can also set up their induction through directly contacting either of these players in a forum PM or Discord.

- Ordermaster Ramon Bhakul, Holgard - Discord: Holgard#1836

- Grim-Knight Aeric Sunward, Swordchucks - Discord: SwordChucks#6451

- Doomguide Ariana Verant, Farhorizon - Discord: farhorizon#4886
« Last Edit: October 08, 2021, 12:27:45 PM by Holgard »

Witch of the Woods

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Re: Player-Created Faction Guide
« Reply #16 on: January 03, 2022, 08:53:55 PM »
Quote


The Sanguine Ring
"Will all great Neptune’s ocean wash this blood
Clean from my hand? No, this my hand will rather
The multitudinous seas incarnadine,
Making the green one red."
— Macbeth, Act II, Scene 2, Lines 55-61



Summary: The Sanguine Ring is a secretive player faction based in Barovia, open for both outcast, outlander, and native alike. The faction risk is dependent on what players put into it, though expect there to be some antagonistic actions—both direct and indirect.  Some secrets uncovered might spell heavy risk for PCs.

Themes: Witchcraft, occultism, intrigue, espionage, and vampirism

Classes: Any spellcasters will thrive.  Good-aligned Clerics, Voodans and Paladins will struggle.  Any other classes may find advancement harder, but certainly possible.
Levels: Any, though those higher than level 14 may face scrutiny in Western Barovia.
Alignments: Any Evil.  Neutral and Good-aligned characters should not expect to stay that way for long.

Getting involved: Follow in-game rumors and whispers or message this account ICly to see how one might get involved.  Investigate notices, clues, and occult sites ranging from places around Barovia.


JustMonika

  • Dark Power
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Re: Player-Created Faction Guide
« Reply #17 on: January 04, 2022, 06:31:16 AM »
Quote


The Knights of Virtue
""I must ride with my knights to defend what was, and the dream of what could be."

- 'Excalibur', 1981."




Summary: The Knights of Virtue are a lose alliance of good minded people of differing perspectives, dedicated to driving back the forces of darkness. They rely on each other, and accept that there is rarely one correct stance to take. Only through mastery of many virtues, through shared perspectives can the right choice be made.

Themes: Honor, Justice, Love, Monster Hunting, Loss, Ethical Conflict.

Classes: Being able to swing a weapon is essential. Paladins will particularly thrive.
Levels: 7+
Alignments: Any Good. Lawful Good will likely thrive more.

Getting involved: Find Esmerelda Namarra in game! [Or message me on the forums/discord.]


Additional Notes: We now have a faction forum, presently overseen by the kindness DM Indolence.

« Last Edit: January 12, 2022, 10:01:18 AM by JustMonika »