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Author Topic: Player-Created Faction Guide  (Read 65668 times)


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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.

Important note to Secret Factions
Consider that this thread is both to facilitate the recruitment of members in player factions through the forum and to facilitate any need for OOC discussions. You should probably not broadcast your existence publicly if you wish to remain in the shadows and recruit in-game. In any case, if you do post here, you are still required to provide the proper contact information of at least one member, main forum account and Discord info.

Guidelines for posting in this thread.
While we understand the desire to customize the formatting of your posts, please keep it light and as concise as possible. We suggest that you stick to the following guidelines. The following template is suggested.
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Active Factions
The following groups are active and recruiting!

Covenant of the Mourning Sentinels
Hand of Nerull
House Aaru
Hollow Halls
The Archondum
The Brotherhood of the Golden Shilling
The Circle
The Church of Kelemvor
The Company of the Bridge
The Cult of Pazrael
The Guardians of Degannwy
The Grey Vigil
The Order of the Crow
The Order of the Sacred Rose
The Silver Society of Honorable Adventurers
Vallaki Municipal Hospice

Groups must also link their player-managed forums if record keeping is desired by Dungeon Master.
« Last Edit: September 07, 2023, 03:03:29 PM by MAB77 »


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Re: Player-Created Faction Guide
« Reply #1 on: May 19, 2022, 04:06:50 PM »
Player Faction Group Template

Provide a brief summary of your faction. Who you are, where you come from, what are you goals, why and what are you doing to achieve them.

Races: Indicate what races are welcome within your ranks.
Classes: Indicate what classes are welcome within your ranks.
Alignments: Indicate which alignments are most likely to fit in your organisation.
Notes: Include any additional details you see fit. Special conditions, intended level ranges etc.

Themes and expected challenges:
This section is meant to provide further details as to the themes your group is exploring, as well as give a an idea of the sort or roleplay and in-game events a member is likely to face.

Getting involved:
Provide details as to the best way to get in touch with your group in-game.

Provide the OOC contact details of the organization leaders. You do not have to provide in-game character names or details here, but both the PotM Forum and Discord contact information of at least one member is mandatory so that both players and staff can reach you quickly if required.

Link your player-managed forums if you have one and that record keeping by the Dungeon Masters is required.
« Last Edit: January 04, 2023, 01:24:39 PM by MAB77 »
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Re: Player-Created Faction Guide
« Reply #2 on: September 04, 2022, 11:18:02 PM »
The Guardians of Degannwy

Summary: 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.

Races: Elves, half-elves
Classes: Any but Pale Master and Blackguard
Alignments: Any

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:
- Asariel Mina'stellyr (Catherine#7218)
- Tinu Naur (AgentGibbs)
- Elrebril (Moshimo)
- Caerylia
- Eruheran

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.

Active as of 2023-07-29
« Last Edit: July 29, 2023, 09:34:53 AM by MAB77 »
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Re: Player-Created Faction Guide
« Reply #3 on: December 20, 2022, 01:55:50 AM »
The Company of the Bridge

Summary: The Company of the Bridge is a Free Company aimed with honorable intent, highly militarized and professional soldiers who undergo intensive training and maintain a strict discipline in uniform.

Unlike traditional companies, the COTB frowns upon wanton looting and destruction and strives to protect the innocent wherever it is able. The COTB seeks to maintain its honor, and provide on demand soldiery for crisis response wherever that crisis may be.

The Company of the Bridge takes on individuals from across the core, a hodgepodge of different personalities united under the ideal of self-betterment and service.

Races: Any race that manages to breach the social stigma of Port-a-Lucine.

Classes: Any, classes with a subversion for evil might find difficulty.

Alignments: Good, Neutral preferred. Evil characters will find themselves presented with IC challenges, or benched.

Notes: There is a strong possibility within this faction for player-conflict, tread with caution.
The Faction is centered in Dementlieu, while some may consider that imposing I would urge you to consider it as a cushioning point if you've even had a remote interest in Dementlieuse RP. I've always felt that it was incredibly difficult to jump straight into the nuance of intermingling with nobles and putting on the dog and pony show, - or not. Regardless, I'm hoping this can help to BRIDGE that gap.

Themes and expected challenges: War, Intrigue, Morality, Supernatural, Monster-Hunting.

Getting involved: Present yourself as eligible for enlistment with Roland Steele in game, or shoot me a message through discord so we can arrange a meet.. Or, neat idea - join the discord and ask about. If you aren't looking to enlist but to hire, the same method applies.

Contacts: JayJay#9670 or <-- Discord to the Company direct, please keep in mind that while I am not the police I would humbly request things be kept as civil as possible.

Active as of 2023-07-29
« Last Edit: July 29, 2023, 09:34:13 AM by MAB77 »


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Re: Player-Created Faction Guide
« Reply #4 on: December 26, 2022, 06:27:44 AM »

The Archondum is an assembly of loosely associated Outlander & Local born Dwarves independently overseeing the protection and furtherment of Dwarven interests beyond the scope or capability of his majesty King Moloch from within Dvergeheim.

Alignment: None.
Races: Despite being a Dwarven centric faction, the Archondum is welcome to anyone but if a little skeptical to someone who isn't a Dwarf.
Classes: None.
Other Requirements: The ability to speak Dwarven.

Organization & Activities
The Assembly of Archons, also known as the Archondum, is the voting body of the faction - the Council of Three Hammers their elected leaders. Although the sovereign kingdom of Dvergeheim retains its respective leaders and government (under the executive control of King Moloch), it is the Assembly of Archons that has seen to independently charge itself with overseeing the protection and furtherment of wider Dwarven interests beyond the capability of his majesty.

Our community offers those with an interest in a more dwarf-centric political system a place to conduct business and debate. The main goal of the Archondum, however, is to provide ease of access to political RP / Dwarven RP with those who wish to work with and around dwarves, as well as a place to coordinate dwarven activities and events.

The assembly meets every two weeks within their hall in Dvergeheim where they are led through discussions by their triad of Councilors and held to account by their Arbitrator whom maintains a strict adherence to their charter.

The Archondum is one of the few factions blessed with the constant presence of an ever present RP challenge and opportunity in trying to settle the matter of the quakes within the mountain. Apart from this the Archondum often plays host to trade festivals, martial patrols, expeditions, and the like – the avenues are limitless.

Getting Involved
See our posters in-game to learn how to get in touch In-character or you can message the Dvergeheim channel within the POTM discord for a temporary invite into the factions discord so you can keep tabs on when we meet.

Active as of 2023-07-29
« Last Edit: July 29, 2023, 09:04:02 AM by MAB77 »


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Re: Player-Created Faction Guide
« Reply #5 on: January 04, 2023, 02:19:46 PM »
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
- Doomguide Ariana Verant, Farhorizon - Discord: farhorizon#4886

Active as of 2023-07-29
« Last Edit: July 29, 2023, 10:33:07 AM by MAB77 »


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Re: Player-Created Faction Guide
« Reply #6 on: January 04, 2023, 08:23:22 PM »

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.

Alignment: Any are welcome to try their luck, but openly chaotic or evil 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, but are not limited to: rogues, bards, monks, wizards, clerics, and voodans. Dirgist training is available, and there is potential for Monster Hunter training (specialisation in undead).

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.

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.
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 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: July 29, 2023, 06:30:15 PM by MAB77 »
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Re: Player-Created Faction Guide
« Reply #7 on: January 07, 2023, 04:17:42 PM »
The Order of The Crow

Summary: 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 our brotherhood, take heed. This is not a commitment to take lightly. One must be an outstanding citizen, 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.

We are not a mercenary company, and do not seek glory and riches. Our reward is the safety of those we protect, every life saved, every new dawn, and every opportunity to hold back the true evil.

Races: The Order of the Crow welcomes members of most common races: humans, elves, dwarves, gnomes and halflings form  the bulk of the brotherhood. Outcast races: half-orcs, calibans, drow, half-drow, duergar, and tieflings are not accepted. Other unusual races will be subject to a case-by-case approval after confering with other ranked members.
Classes: All classes are welcome to join the Order.
Alignments: All applying must be neutral or good aligned, and none criminal. And be willing to be properly vetted.
Notes: This faction is for RP primarily. This group is not an antagonistic faction and not engage in player vs player (PvP) confrontations. Characters of any levels are welcome, though the faction is aimed toward low to mid-level characters. 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.

Themes and 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).

Getting involved: Let those who wish to take upon themselves this duty, seek out Knights Commander Jerick 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.

Contacts: Feel free to contact me on discord at Riggs#8271 with questions Thanks!

Active as of 2023-08-03
« Last Edit: August 03, 2023, 11:38:07 AM by MAB77 »

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Re: Player-Created Faction Guide
« Reply #8 on: January 08, 2023, 06:51:24 PM »

“Finally, all of you, have unity of mind, sympathy, brotherly love, a tender heart, and a humble mind.”

The Order of the Sacred Rose is an ecumenical Christian group sworn by oaths to God to protect the innocent, fight evil, feed the hungry, help newcomers, and rescue souls trapped in this dark realm. They’ve sprouted from the old Christian Orders that traveled the Core, blossoming like a rose from their roots, not forgetting them. They are knights, clergy, and laity—Gothic Earth Christians and converts alike—united with a small non-Christian auxiliary, the Knights Honoris, under the aegis of Christ’s Church of Barovia.

Members are called to charity and compassion just as much as combat. Knights, clerics, and laity may be seen working in the church’s infirmary, roaming the land to help those in need, battling monsters, and delving the far reaches of the Demiplane of Dread to confront the powers of evil.

They are warriors, priests, healers, diplomats, tradesfolk, and scholars, all walking as they’re called. And all are called to stand against the forces of darkness however they can.

Any, although the political climate of Vallaki prevents Drow, Tieflings, and Tanarukks from becoming a squire or knight.

Any except Assassin, Blackguard, Pale Master, Hallowed Witch, and Warlock. Hexblades are potentially viable but will struggle with faction requirements. Voodan and Druids who convert run the risk of losing the powers and abilities granted by those classes.

Any non-evil. Chaotic characters, especially Chaotic Neutral, will likely struggle with the required discipline, but there have been successful chaotic characters. Neutral characters should expect to find their alignment shifting toward good or risk themselves shifting toward dismissal from the faction.

As a prerequisite for being inducted into the Order of the Sacred Rose, the character must be a Christian. (Denomination or branch isn’t important.) Non-Christian characters who want to play in the faction are eligible to petition for induction into the Knights Honoris auxiliary provided there are open slots for them.

This faction replaces the old Christian Orders faction.

Themes and Expected Challenges:
Christianity, loyalty, duty, faith, monster-hunting, knighthood, healing, diplomacy and politics, compassion, honor

Members are expected to act wisely and pursue goodness, purity, restraint, honesty, discipline, humility, courage, and compassion. Everyone is called to abide by the law and uphold just laws as much as possible. The actions of one reflect upon all.

This can be challenging and lead to conflict or politically fraught IC situations. We encourage our players to keep a level head and respect their fellow players (allies and antagonists) as these stories unfold.

Getting Involved:
Find a knight or squire (grey tabard with a gold cross), an officer (red tabard with a white cross), or the grandmaster (white tabard with a gold cross) in game. Alternatively, visit the Christ’s Church in Warehouse Two, Vallaki.

Contacts: Prelate-Grandmaster Vandryn Carro, played by Famous Seamus (famous_seamus on Discord).

Order of the Sacred Rose Forums:
Main Faction Discord:

Other Questions:

Spoiler: show
Do I have to be a Christian IRL to join? Will I be expected to become one?

No. Our players come from many backgrounds.

Are you going to preach to me? Are you here to proselytize?

No. Given the nature of the RP, OOC conversations about faith do come up. Players can explore the faith as much as they want, but OOC preaching isn’t the aim. If a player becomes interested in the faith by playing in or interacting with the faction, that’s their personal choice. Extensive or debate-y OOC conversations about religion occur only via PM or in a tightly moderated section of our Discord.

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

Yes. 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 aren’t the equivalent.

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

Three reasons: (1) ecumenical group spanning nearly 16 centuries and a gallimaufry of historical perspectives, (2) presence of non-Earth converts in the group, and (3) desire to avoid OOC concerns and grief over hot-button topics. The goal is to maximize fun and offer room to explore variations of the faith without causing OOC hardship.

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

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.

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

No, although we always like seeing more knights and clerics!

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

No. Knighthood in our faction is more about ideals and a way of life than martial prowess.

If you have other questions, contact a member of the faction or feel free to message our Discord.

Active as of 2023-07-29
« Last Edit: July 29, 2023, 09:04:47 AM by MAB77 »


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Re: Player-Created Faction Guide
« Reply #9 on: January 26, 2023, 02:50:43 PM »
The Cult of Pazrael

The Cult of Pazrael is a close-knit affiliation of pious folk dedicated to the radiant light of the angel Pazrael. They say he listens to the pleas of those with the purest hearts, to offer his gentle aid in times of deepest darkness and despair. His faithful, saints and sinners alike, seek to spread his name and influence far and wide, in the hopes of salvation.

But the well of truth is deep indeed, and the truths of Pazarael might prove more eldritch than one might imagine. All is best discovered in character. But beware: the brighter a flame burns, the darker the shadows it casts.

Races: Any and all.
Classes: Any and all.
Alignments: All alignments are welcome.
Notes: There will be a lot of find out in character information for those that pray to Pazrael.
Themes and expected challenges:
Occultism, religious horror, mystery, corruption

Getting involved:
Those who find themselves in the pits of despair can either listen for several people speaking about Pazrael in various parts of the core or they can message me on forum / discord.

Myrddraal forum
Myrddraal#8718 discord.

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« Last Edit: July 29, 2023, 10:32:23 AM by MAB77 »


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Re: Player-Created Faction Guide
« Reply #10 on: February 19, 2023, 07:42:42 AM »
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.
Or you can write me directly on the forum or Discord(Rav#3968).

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« Last Edit: July 29, 2023, 09:18:54 AM by MAB77 »


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Re: Player-Created Faction Guide
« Reply #11 on: February 20, 2023, 01:49:45 PM »
The Grey Vigil

The Grey Vigil represents the organized church of Helm within the Core.  It provides temple services (healing, potions), martial training, and room & board to the faithful and those they protect.  Who is Helm?  Helm is the Vigilant One, his faithful, called Watchers.  He is regarded as an unflinching and dedicated deity given over to the protection of others, and the watch for the foe.  Where others regard Him as cold, He is merely dedicated in His work, and puts it above all other concerns.  It is said Helm would die before He allowed someone under His protection come to harm.  He is silent on the matter, but such is the ideal that His Watchers aspire to.

Currently, the Grey Vigil operates mostly out of Vallaki and Midway Haven.

Races: Any, but races that run inherently evil like Drow and Tieflings will have both suspicion from the organization and the region, at least until they prove themselves; the same holds especially true for inherently-chaotic races.  Those bountied or banished from Barovian jurisdictions may be turned away until they regain their good standing.
Classes: Any except barbarians and hallowed witches.  Black powder avengers, druids, warlocks, and hexblades may find the faith challenging.  Lawful evil is an entirely valid alignment for Helm, since Helm is Lawful Neutral [1], so Blackguards are permitted, provided they follow the dogma of Helm.
Alignments: Any lawful; neutral will generally be fine so long as they do not challenge the order of things.  Chaotic individuals will likely have issues.  Clerics must be LG, LN, LE, or TN.
Notes: Clerics of Helm may never command undead. [1]  Those whom do not follow Helm themselves, but are aligned with His purpose of protection, are in good standing with Barovia, and do not violate His tenets, are welcomed as Auxiliaries. 

Ley followers are encouraged; you don't have to want to be a priest or paladin to join.

Themes and expected challenges:
Helm's dogma is rigid and unflinching in its protection of others and it should be expected that those join be willing to sacrifice to protect those they care for.  Services are occasionally held when numbers permit that focus on the improvement of discipline and martial ability, as well as scholasticism.  Followers are expected to report things of interest.  Expeditions and patrols are also held, to uphold His Vigilance.

In short: there are two major focusses of the faction: religious roleplay both in formal events and at large, and delving dungeons/patrolling.  A heavy emphasis on self-improvement lies in both, since that is among His tenets.

Getting involved:
Lay followers will have few requirements other than initial vetting; clerics and paladins will be expected to be able to recite the dogma of Helm and prove themselves to it, in some way.

Those interested can seek out Livu in game, or feel free to simply show up at services and inquire before their beginning or after their end; most services are not private.

Livu Olmstead: PM here, or Maiyannah ingame for tells.
Discord: PM on discord Maiyannah#6113 for an invite.

A forum is presently awaiting DM supervision and thus pending.

[1] Forgotten Realms Campaign Setting. Greenwood, Reynolds, Williams, and Heinsoo, 2001

Active as of 2023-07-29
« Last Edit: July 29, 2023, 09:20:51 AM by MAB77 »
On hiatus
Emmanuelle de le Foret - Ezrite escapee from Hazlan
Livu Olmstead - First Watcher of Helm
Katorina Ainacirce - Elven sorceress
Caitilyn Lamnazush - Dwarven Defender


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Re: Player-Created Faction Guide
« Reply #12 on: March 17, 2023, 01:51:14 PM »
Vallaki Municipal Hospice

The Vallaki Hospice is always looking for more players. It is located in the middle of the slums district of Vallaki, where it has been used to quietly help the most poor and downtrodden people of the city. This venue of roleplay is strongly related to the setting, meaning that magic is not often used for healing, conditions are poor, and the night is feared. A worker in the hospice is maybe unlikely to directly participate in the heroics of other adventurers, and carefulness and common sense is fundamental to keeping the hospice safe and operational. Herbalists, chirurgeons, priests, doctors, nurses… essentially healers of all thinkable backgrounds can be eligible to work at the hospice. Apprentices are also naturally sought after, as would be common in a medieval culture. Given the dangers of the Night and the cruelties of mortals, those willing to defend the hospice and its healers also have a place.

A hospice is typically known for palliative care, which means that their patients are so sick they will likely not recover and in some cases they may only hope to find comfort until their passing. However our RP also covers both chronic, yet not terminal care as well as healing curable ailments. We gladly welcome healing RP brought to us by other PCs, and enjoy supporting others storylines in this way.

Races: Any non-outcasts are welcome as members. Roleplay with outcasts is welcomed but due to the laws and prejudices of Vallaki outcasts will not be accepted as open members.
Classes: Any, although characters with Heal skill will find great RP use out of it.
Alignments: Any Good or Neutral PCs should fit in well. Chaotic PCs less so, depending on their willingness to support the Hospice's rules for its safety. Evil PCs may struggle to be accepted, although with clever play and cunning anything is possible.
Notes: The faction is Vallaki based, although does not have a strict requirement for involved PCs to remain there, nor is it native only. Most faction RP and events will take place in Vallaki, or related to it, however.

Themes and expected challenges:
The Hospice faction has the following themes:
- Low magic healing and medical RP. The static patients of the Hospice are drawn from local people who will not tolerate "vraja" and are often terminally or chronically ill. The theme of treating them is very much mundane techniques and this forms the background RP of the Hospice Faction and is our "Purpose" from which to RP a healing character.
- "Healer" support for other PC's plotlines. Scenes where we treat other PCs are often the most fun and rewarding. Members can expect to interact with other PCs in this regard from time to time and we emphasise being respectful of other people's plotlines and inclinations on healing RP when interacting with them.
- Charity and Fundraising. Our events largely revolve around raising funds for charity or distributing the same. Some of this goes to support herbalism training (below) but we also RP giving out food, both regularly in the hospice and as part of larger charity initiatives.
- Herbalism and healing expertise. The faction offers training, guidance, and material support to its members and others in order to improve as healers. This is mechanically represented by herbalism, but also covers RP initiatives. We RP extensively with other factions in Vallaki who also heal the sick.
- Fear of Old Noapte. Many of the faction members are not warriors, and those who are have some very vulnerable people under their care. The Hospice building has strict rules on interacting with the night.
- Ethics and Faith RP. The hospice is non-denominational, 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 in Vallaki, and within Barovia's oppressive environment, that tends to lean towards charity and compassion, the question of what is "right" often clashes with the law of the land or political considerations. We also form part of the wider milieu of Vallaki RP.
- Guarding. Both the building and the healers! There's RP for a warrior seeking a purpose that isn't directly violent.

Getting involved: Our members are often in the Outskirts buying herbs and offering healing potions for sale. We can also be found in the Hospice when the candle outside is lit. The Vallaki - Slums rumour thread is usually where a rumour is posted indicating the Hospice itself is open.

Hospice members can also be reached by letters left at the Hospice, IE by IC forum PM.

Contacts: (IC name / forum account name / discord)
"Saphrin Qaythel" NacreCicatrix
"Brother Nishan" Kleomenes (Discord Colonic#1038)

Active as of 2023-07-29
« Last Edit: July 29, 2023, 10:31:08 AM by MAB77 »


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Re: Player-Created Faction Guide
« Reply #13 on: May 22, 2023, 04:15:47 PM »
The Circle

The Circle is an association of wizards throughout The Core. Its members are dedicated to exchanging knowledge and helping other wizards pursue the arcane arts in the face of persecution. They follow a charter:

1. The Circle shall exchange knowledge.

2. The Circle shall uncover arcane mysteries.

3. The Circle's learned members shall take on apprentices.

4. The Circle shall allow mages of scholarly pursuits in the order. Blood mages, or sorcerers, shall not join.

5. The Inner Circle shall lead the order and vote on all major decisions..

Races: All
Classes: Wizard
Alignments: All
Getting involved: Talk to wizards IG or contact the following characters and/or players.

Drezdrelda Volyakova - Forum: gesseritt - Discord: gesseritt
Timond Aylomeigne - Forum: Razzen - Discord: Razzen#3593
Nozomi - Forum: Dave Kognaz - Discord: daybmogus

Active as of 2023-09-18
« Last Edit: September 18, 2023, 07:38:58 PM by gesseritt »
Drezdrelda Volyakova, Barovian witch of The Circle

fist of death

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Hand of Nerull
« Reply #14 on: July 22, 2023, 10:32:13 PM »
Hand of Nerull

The Hand of Nerull is a monastic order following an unorthodox interpretation of old Nerullite ideology. Death comes for all, but for some much sooner...

The Nine Divinities of Death
The Tenets of the Onyx Path

1. All death has meaning and it is our duty to chronicle that meaning or find it's place in Nerull's grand scheme. There is no worthless death for all death is valuable in the eyes of Nerull.

2. Nerull does not seek only death itself, but the death of one's weaknesses. The death of the ego is the only way to unearth one's tethers to the mortal coil.

3. Life and all its aspects are temporary, the only true eternal aspect is Death. Nerull is death, thus Nerull is the only thing that is truly powerful, and all other gods are only temporary. Nerull has many faces and acts through many agents of death, though in the end there will only be Him.

4. Nerull has decreed all living things are his enemy, and thus life must be purged. Only through punishing life and embracing death may we become more than struggling insects.

5. Nerull cherishes the ironic death, the tragic death, and the romantic death. Those who offer these tithings unto him shall be rewarded.

6. Each life snuffed is claimed by the killer. What was theirs becomes yours. Their strength, your strength.

7. Undeath is a blessing, ascribed to only his most favored children. As Nerull deceived men into accepting death, we must deceive those who would oppose his children. Those who shepherd his children must be granted succor and nourishment.

8. Secrets are kept only in the grave, and thus they will be our stock, but not trade. We learn them, keep them amongst ourselves, and never speak of them. To do so defies His will.

9. To become like Nerull is to demand what Nerull demands. The living must die, if they shall not die, they shall suffer, if they shall not suffer, then they shall fear.

Races: Any, mostly Gundarakites but not required
Classes: Monks, Warlocks, Assassin, Dirgist, Pale Master. Paladins do not fit and Nerull clerics cannot be Lawful Evil
Alignments: LE
Notes: Barovia-based death cult

Themes and expected challenges:
Assassinations, Pvp, spying, necromancy, and rebel activity against Garda

Getting involved:

Forum: fist of death
Discord: fist_of_death

Active as of 2023-07-25
« Last Edit: July 25, 2023, 06:52:09 AM by MAB77 »


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Covenant of the Mourning Sentinels
« Reply #15 on: August 06, 2023, 04:07:32 AM »
Covenant of the Mourning Sentinels

The Covenant of the Mourning Sentinels is a secret society of monster hunters who operate all around the core. The Sentinels while their mission is an inherently good one, are not driven primarily by an overall sense of greater good. Instead the sentinels are driven by a burning sense of hatred and vengeance against monsters and all of their kind. The groups end goal is the total eradication of all monsters from the core. In this eradication they are not above using less ethical means to see these goals through. They are not above any particular weapons, or methods except for undead creating necromancy of which they vehemently opposed. The group has no strict code or creed and carries just a few very basic directives:

I. All Monsters are to face Eradication. There is no such thing as a good monster.
II. Destroy the undead. The curse of undeath is an unforgivable parody of humanity.
III. Do no harm to peaceful people. Mourn those harmed by monsters; destroy those who collude with monsters.
IV. Slay the monster creator, and destroy the necromancer.
V. None will be spared.

Races: The faction prefers Ravenloft natives, but is happy to include any others who have a personal vendetta with monsters. It is worth mentioning that the Covenant does not perceive Caliban as monsters but scrutinizes them heavily. Overall, the faction is fine with outcast races that appear mostly human. Races too monstrous may be treated as monsters however.

Classes: Many classes may find themselves at home in the Covenant of Mourning Sentinels. Rangers will find themselves well at home provided their Favored Enemy is a monster, Rogues are excellent at remaining unseen a boon for a secret society, in a surprising twist Warlocks and Hexblades who recognize the darkness of their powers may find solace in a company willing to put their talents towards good use, Clerics might struggle depending upon their deity of choice or alternatively thrive because of their deity choice, and Paladins will ultimately struggle; while the Paladin concerns himself with moral justice and righteousness the Covenant will instead find these concerns to be useless semantics: 'There is no such thing as a good monster, they all must be destroyed'.


Lawful alignments may struggle depending on their moral alignment and how strict of a philosophy they adhere their life to. Paladin characters will struggle greatly with the Covenant's very liberal methods of getting the job done in addition to the groups total disregard for any monster even if they are 'redeemed'.

Neutral alignments will feel at home with the prospect of doing what is necessary to get the job done. Neutral Ethical characters may find challenges as their morality so dictates them.

Chaotic alignments will feel nearly entirely at home. The Mourning Sentinels while they do have a code and creed; hold themselves to seeing the big picture. What is necessary to survive and thrive isn't strict regiment but rather simply staying true the important ideal: eradicate all monsters. Mourning Sentinels are free (and strongly encouraged) to kill monsters however they want so long as they are not utilizing undead.

Good alignments may struggle depending on their ethical alignment; but generally those of a good alignment will operate within the Covenant as an outlet to liberate innocent people from living under the tyranny of monsters.

Neutral Alignments will differ based on their ethical slant; but overall will enjoy the covenant by finding a proper balance between protecting people from wicked beasts, but also inflicting pain and suffering on the monsters that have so hurt them in the past.

Evil alignments may find their home in the group as sadists who have found a healthy means of unleashing their most vile and wicked desires by taking it out on the very monsters they have so agreed to slaughter. Evil members of the covenant are not fueled by the desire to liberate (though they may say they are or perhaps partially are); instead these members of the covenant are driven solely by hatred.

Themes and expected challenges:
The faction is expected to be very story driven focusing on uncovering monster lore, deduction and investigation. Players should also be aware that the group could find themselves exposed to conflict typically with (A)MPCs and in some cases other players.

Forums: Meduegna
Discord: meduegna

Active as of 2023-08-06
« Last Edit: September 20, 2023, 07:17:16 PM by Meduegna »

Security Badger

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Re: Player-Created Faction Guide
« Reply #16 on: August 16, 2023, 10:24:36 AM »
                                                                                                                 House Aaru
Summary: House Aaru bears striking resemblance to the distinguished Egyptian houses of antiquity, where unwavering loyalty, sacred oaths, and profound familial respect serve as the bedrock for ascending the ranks of influence. Engaging with our house promises an expansive array of opportunities, as Aaru spans across various domains, offering a diverse range of roles for character development within the realm of roleplay. From assuming the mantle of a sagacious political advisor in the social sphere to taking on the role of an intrepid journeyman, educating about distinct regions and countering emerging threats – all beckon those who journey with us.

Branches: Our faction thrives within two distinct branches, each led by an adept leader who presides over unique responsibilities. For those who revel in combat and mechanics, the combatant branch, guided by the Oathkeeper, extends a fitting invitation. This realm encompasses an array of roles tailored to diverse skill sets, with each role assigned specific duties pertinent to its level.

The parallel branch revolves around the social facet. Herein, one can earn the esteemed title of manager, orchestrating engaging social events or graciously tending bars. Alternatively, an opportunity to serve nobles discreetly during events also presents itself – an embodiment of the diversity of your character's social capabilities.

Leadership: Our faction offers a range of roles, creating a structured hierarchy. At the top is Hatatsu, the symbolic voice and face of our group, partnered with the equally significant responsibilities of the Oathbearer. This hierarchy extends downward, with each role meticulously contributing to the efficient orchestration of our operations. Embracing positions such as managers and the Master of Coin significantly enhances the effectiveness of the combined efforts of those under their guidance.

Classes and Alignment: Aaru welcomes a wide range of classes, but it's important to be careful with ones that seem more evil. Aaru always follows the laws of each region and respects their cultures, which is a big part of who they are. This helps them work well with different groups of people.

Races: Aaru embraces everyone, but keep in mind that the restrictions affecting Calliban still apply when you're part of Aaru. Joining Aaru doesn't let you bypass the OCR system.

Goal: Aaru and its dedicated members are putting in significant efforts to carve out a meaningful space for themselves within the challenges of this demanding world. With a strong sense of purpose, they aim to bring positivity wherever they go, working hand in hand to create improvements in every situation they encounter. Their ultimate aspiration is to ascend to a position of nobility, not just in title, but also in their actions and impact.

To achieve this, they are actively building alliances and connections that span the very core of their environment. By forging bonds with others who share their values and vision, they aim to amplify their collective influence and create a network of support that extends far and wide. Their goal isn't just personal success; they want to uplift their entire community.

A key element of their mission is ensuring that their promises hold true weight and meaning. Through consistent actions, they are determined to establish a reputation for reliability and integrity. They recognize that respect and trust are earned through dedication, and they are willing to invest the time and effort needed to accomplish this.

Aaru and its members understand that their journey won't be without challenges. Yet, armed with determination and a shared commitment, they approach each obstacle as an opportunity to learn and grow. Their story is one of resilience, unity, and a firm belief in the potential for positive change. As they press forward, they remain unwavering in their pursuit of making a lasting impact, not only for themselves but for all those they touch.


Discord: Lollegag
Discord: Amosgly
Ravenloft Forum: Security Badger

Active as of 2023-08-16
« Last Edit: August 17, 2023, 11:09:17 AM by MAB77 »
Courage is being completely paralyzed with fear and taking the first step anyway.


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The Silver Society of Honorable Adventurers
« Reply #17 on: September 07, 2023, 10:02:07 AM »
The Silver Society
Honorable Adventurers

I've seen way too much, and yet that is why I can't stop...

A printed flyer found in various places around the core


Fantasy Adventuring Guild X "Victorian" Explorers Society

The Silver Society of Honorable Adventurers (SSHA) is supposed to be the place where the loose ends come together.
A club of accomplished Adventurers and those who wish to be, the Society will accept everyone whose urge to wander the core is stronger than the one to settle down.
Founded by Xelvos "Silver" Silverkin, coming from an illustrous adventuring background, the Society seeks to bring Veterans together and give a place of belonging to those that seek it.
Membership is not exclusive and members may be part of any other organisation, as long as there is no intereference.

Not so much leadership as a "club" organisation that is currently only run by Xelvos, there will be democratic meetings about the Situation of the Society.
Membership to the Society can be taken by gross misbehaving and tearing down the reputation of the Society.
Political stances of the society will only be taken in accord with membership votings, if at all.


Any, though evil aligned, or with overly monstrous features; might have a hard time, depending where meetings will happen.
But if you're seeking a redemption arc, the Society could be a start for you.
From the battle hardened warrior, over the charming rogue to the adventuring cleric and every other class seeking the thrill of adventure for the sake of it will find a place with us.
Mid-level characters that just left Barovia behind to high level characters coming back after a hiatus, if you're playing a wandering adventurer that neither belongs to high society in Dementlieu or nefarious scheming in Hazlan, if you're one of those that else would only hang out infront of the Keep of the Dyad, this is just for you as it is for the younger adventurers looking for guidance.

Goal OOC

To give mid to high level characters that are seeking comraderie a similar minded player group, to plan expeditions and dungeon runs, and to host adventure themed social events. Read from your journal to an audience, retell great feats of your companions, share your discoveries in distant domains, show off your oddest findings. Mostly European and Australian Hours. We're neither Monsterhunters or Mercenaries or particularly Scholars. We're the guys with an itch to scratch that help out where they can either because it's the right thing to do or because the adventure seems to be good.

Contact: This very Forum Account or Discord: profezzor_darke

Active as of 2023-09-07
« Last Edit: September 07, 2023, 03:02:29 PM by MAB77 »

"[...] being cool is never a waste"