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Author Topic: Player-Created Faction Guide  (Read 61021 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.
  • Title font size 24 and centered.
  • Avoid custom fonts and custom font colors.
  • Keep the forum default font size for the body of the text.
  • A single image per post and keep it relatively small. Large images should be adjusted using the "img width=XXX" function to adjust their size, where XXX is the pixel width you wish to use.
  • Don't use quote blocks.

Active Factions
The following groups are active and recruiting!

Chevaliers du Bouclier
Hollow Halls
House Kiy'zuel
The Ace of Hearts Gambling Federation
The Archondum
The Brotherhood of the Whip
The Circle
The Circle of the Sullen
The Church of Kelemvor
The Company of the Bridge
The Cult of Pazrael
The Guardians of Degannwy
The Institute
The Knights of the Scarlet Cross
The Order of the Crow
The Order of the Sacred Rose
The Scholars of Ecliptic Cogitation
The Tunnel Cats
The Vallaki Review
The Van Couvenhoven Society of Adventurers
The Weeping Rose Covenant
Valey Neuve
Vallaki Municipal Hospice

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.
« Last Edit: January 26, 2023, 03:01:54 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 »
Best Regards!

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1 Castle Road, Castle Ravenloft, Village of Barovia.


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Re: Player-Created Faction Guide
« Reply #2 on: July 12, 2022, 08:25:53 PM »
The Circle of the Sullen

The Circle of the Sullen is a barbaric pack of primarily Sithican Druids.  They embrace the savagery churned out by the Mists, and believe the only way to survive as a people is by adapting and becoming every bit as vicious as the apex predators of the Mists.

Sithican Wild Elves are especially welcome, but any hunter may earn a place.

Druids, Rangers, Barbarians, and Voodan.

Primarily NE/CE, but any Neutrals are welcome.  Good-aligned characters will be summarily eaten.

Themes and expected challenges:
This faction is mainly focused on performing Druidic rites (sacrifices for good harvest/health), embarking upon hunts, and supporting the continuity of apex predators; as the agents of the natural order.
-Cannibalistic/Ritualistic RP.
-Group Hunting.
-A/MPC Interaction Heavy.
-Overt Evil.

Getting involved:
Marks have been carved into faces of tree and stone, and drawn in the entrails of prey, which denotes our stalking grounds.

Reach out to me over the forums, or add me on Discord (benguin#1572), if you have any questions about us or would like to schedule an encounter.

Active as of 2023-01-04
« Last Edit: January 04, 2023, 01:21:09 PM by MAB77 »
"Damned if you do, damned if you don't.  Well, I wish you would, but I think you won't." -The White Buffalo.


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The Brotherhood of the Whip
« Reply #3 on: July 30, 2022, 05:25:29 PM »
The Brotherhood of the Whip

Summary: The Brotherhood of the Whip is a secret faction run by players with DM oversight.

Races: Any.  Outcasts and Caliban welcome.
Classes: Any.  Blackguards and Warlocks will be at home here.
Alignments: Any evil.  Good and neutral characters should expect to fall very quickly.
Notes: This faction comes with extreme high risk for consequences with the uncovering of many deep secrets, as well as committing acts that other factions may find... unnerving.

Themes and expected challenges: Fiends, devils, evil, cults, militants, high-conflict, high possibility of PvP.

Getting involved: Follow IC clues or message this account expressing interest.

Contact DM Macabre to get involved

Active as of 2023-01-01
« Last Edit: January 04, 2023, 01:21:33 PM by MAB77 »


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Re: Player-Created Faction Guide
« Reply #4 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 2023-01-01
« Last Edit: January 01, 2023, 05:20:49 PM by MAB77 »
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Re: Player-Created Faction Guide
« Reply #5 on: September 15, 2022, 07:06:10 AM »
The Circle

Summary: The Circle is an association of arcanists across The Core dedicated to furthering magical knowledge and protecting fellow scholars from zealotry and persecution. Below is the charter.

1. The Circle shall exchange knowledge.

2. Learned members of The Circle shall take on apprentices.

3. The Circle shall pursue grand projects to uncover arcane mysteries.

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

5. The Circle shall not embrace those who wield magic to harm or take advantage of innocents, including raising the Undead intentionally for selfish uses.

6. The Inner Circle shall lead the order and vote on all key decisions. Any member of The Circle shall be free to present any matter for a vote, including raising scholars to the Inner Circle.

7. New inductees shall join The Circle after winning approval from at least two Inner Circle members or one Inner Circle member and two members of The Circle.

Races: Any

Classes: Wizards

Alignments: Neutral to Good

Themes and expected challenges: Wizardry, apprenticeships, artefacts, scrolls, solving magical mysteries and fighting persecution and evil.

Getting involved: In game, members will often approach fellow scholars and are looking to take on apprentices. OOC, you're welcome to contact any of us listed below.

In-Game: Drezdrelda Volyakova, Atticus
Forums: Gesseritt, cooachlyfe
Discord: Gesserritt#9934, cooachlyfe#9224

Active as of 2023-01-04
« Last Edit: January 04, 2023, 01:07:45 PM by MAB77 »
Playing Drezdrelda Volyakova, Barovian witch of The Circle

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Re: Player-Created Faction Guide
« Reply #6 on: October 09, 2022, 07:03:19 AM »
Chevaliers du Bouclier

Summary: A clandestine secret society that has its origins in lands well outside of the Mists' grasp, the Chevaliers du Bouclier have managed to persist through generations of tradition and ritual. Their presence is often unseen, but sometimes felt in unexpected places. The organization and its members are focused largely around two things: occultism and power-brokering.

Races: All, even if leadership tends to be Human. Tieflings of certain origins who embrace their heritage fully may enjoy unique favor in the organization.
Classes: Warlocks and Wizards will find themselves at home, as shall classes well-suited to spycraft or socialites (Beguilers, Bards, Rogues).
Alignments: The faction is, at its core, Lawful Evil, though all who are of a non-good alignment may find a home here.

Themes and expected challenges: This organization is primarily based out of Port-a-Lucine and yet it will not limit its influence to merely the City of Lights, or even Dementlieu. Discretion and secrecy is expected, and betrayal of these central tenets (if caught) will result in death, or worse. Information gathering and brokering of that information will be central to the faction; expect a fair bit of writing and meetings, both.

Alongside information gathering for the organization's benefit, there will also be rituals of various kinds; some rooted in the the rote practices that have been carried out for generations and more a practice of superstition than anything else, others having very real effects.

Getting involved: Don't find us, we'll find you. It might help, of course, to get involved in matters within Port-a-Lucine.

Contacts:  See a PM sent to this account, if this should be something you're interested in. We'll keep an eye out for you.

Active as of 2023-01-01
« Last Edit: January 01, 2023, 12:28:32 PM by MAB77 »


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The Weeping Rose Covenant
« Reply #7 on: October 09, 2022, 09:45:49 AM »
The Weeping Rose Covenant

Summary: The covenant is a gathering of those devoted to Hala who wish to serve her as a singular force and under the guidance of one whose wisdom and devotion to Hala they trust in. The covenant seeks to ease suffering, seek and destroy hags, as well as collect and archive relics and items of historical or magical importance.

Races: Any.

Classes: Cleric/Wizard/Sorc are best and most likely to flourish. But most classes that can fit in

Alignments: Neutral or Good will thrive best, but Neutral Evil can fit if they manage to play well with others and not act out

Notes: Additional Infomation

Themes and expected challenges: Community RP, Medical RP, Coven RP, Witch RP, Halan RP, Hunting/tracking Hags, Ritual RP, Persecution for being a Witch/Halan, Collecting unique/rare items to archive

Getting involved: Be a follower of Hala or one seeking to follow Hala and earn the trust of one of the Covenants followers to eventually be offered a place among them.

Eve (Discord: Miuo#2377)

Active as of 2023-01-03
« Last Edit: January 04, 2023, 02:42:54 PM by MAB77 »


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Re: Player-Created Faction Guide
« Reply #8 on: October 10, 2022, 05:26:31 AM »
Knights of the Scarlet Cross

Summary: Originating from Barovia's distant past but undoubtedly corrupted in its current incarnation owing to its vampiric leadership; the knights none the less still claim to uphold chivalry, virtue and honour. Few Barovians would look fondly upon such an organisation that openly defies their culture; tolerating magic, non-humans and fraternizing with the undead. The namesake keep of the knights in Immol is not held by the order yet is still proudly proclaimed as their home. Proud to the end, the knights travel Barovia seeking to prove themselves against enemies of the land and worthy combatants. Valour, honour and loyalty are seen as the greatest attributes even if such traits are dubious within its vampiric leaders. Duels are common between its members and dreams of great tournaments await realisation.

Races: Any non monstrous.
Classes: Martial classes are welcome though Paladins should expect to fall given the requirement of servitude to undead.
Alignments: Any non chaotic though those of good alignment should expect a difficult time.
Notes: The knights are established in Barovia and members should expect to remain there unless a quest takes them elsewhere, likewise the Balok language is expected.

Themes and expected challenges: Chivalry, Vampirism, Duels, Quests, Valour

Getting involved: Wander the night and display bravery in your actions.

Sir Emilian Drache

Active as of 2023-01-01
« Last Edit: January 04, 2023, 02:35:00 PM by MAB77 »

She Said Destroy

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Re: Player-Created Faction Guide
« Reply #9 on: November 13, 2022, 10:30:05 PM »
House Kiy'zuel

The avatar of Selvetarm in drider form, circa the Time of Troubles.

Summary: Rumored to be exiles from the city of Eryndlyn, the Kiy'zuels are both a Drow house with political ambitions, and a church that prides itself on it's veneration of military culture, technique, and prowess in battle. Their symbol is that of a vicious four-armed spider, each holding a different weapon. Heavy mace, longsword, spear, and a bow and arrow. A mutation of the symbol of the original cult of Selvetarm, whom they worship directly, a practice that greatly angered the priestesses of Lolth.
In practical terms, the members of the house respect eachother on the basis of their usefulness, the comradeship of men-at-arms; and most of all, a hatred for the world of sunshine and the ilbith [1] practices of the surface.

There are those who follow in the wake of house Kiy'zuel. It's rumored that house Melarn, a pragmatist vassal house from Ched Nesad, has come to an arrangement with the exiled cultists. They're a motley bunch, following deities of the Dark Seldarine such as Kiaransalee or Ghaunadaur.

Races: Any race born of the Underdark is welcome; outcasts that shun the world of daylight may find their place aswell. Humans will be scrutinized, and the darthiir [2] even more so, and will have to turn towards the alien ways of the Drow to find acceptance among the house's ranks.

Classes: Most are welcome. There's notorious exceptions like Paladins; priests of conflicting deities like the Seldarine, purists of Lolth, or Shevarash; or something far fetched like a Hallowed Witch.

Alignments: Neutral and Evil. [3] Those of neutral demeanor might find a place in the outer circle, whereas a certain evil sensibility will earn praise and involvement.

Themes: Military culture, Structure, A myriad of Dark Seldarine faiths, Secrecy, Cunning.

Expected challenges: Conflict with other drow, elves, or rivvil [4] who do not agree with the house's ideals or practices.

Notes: The Undercommon [UC] and Elven [Elf] languages are often used, and prospective characters are strongly encouraged to take them – make sure that you have enough INT to do so. Also, we are currently active in Barovia, Keep of the Dyad, and looking for roleplay in Sithicus.
We're mostly on an EST time zone, though we have 2 players who are active during late CST to European hours.

Getting involved: Contact us through the accounts below through the forums or Discord. IC letters are welcomed and encouraged. Alternatively, send us a tell in-game.

Spazzer (Spazzer#5557)
She Said Destroy

Active as of 2023-01-01

 1. Filth. Often an adjective employed against non-drow, or those seen as weak.
 2. A Drow word for 'elf,' often synonymous to calling them traitors.
 3. Despite the faction's evil alignment, we're interested in cooperative roleplay foremost as a way of interaction, with mechanics taking a backseat. Please keep this in mind. We strive to be considerate of the person on the other side of the screen, and we expect the same in return.
 4. Surfacer, or human.

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Scholars of Ecliptic Cogitation
« Reply #10 on: December 11, 2022, 08:28:25 PM »
The Scholars of Ecliptic Cogitation
Arcane Theorists of the Null Moon

Summary: The "ecliptic cogitation" is anything but a prototypical convocation of boorish mages, conniving over knowledge and senselessly arguing. Conversely, it's a framework of arcane theory. One which unifies the aspirations and practices of its enigmatic membership. More concisely, it is a paradigm of Sithican esoterica, unifying the study of its magical and historical traditions.

It hypothesizes that supreme comprehension of Sithican magical practice, and thus mastery of the arcane itself, may only be achieved through the perfected synthesis of these elements. It further posits that the slow erosion of their culture and arcane teachings isn’t a natural phenomena. It is an insidious malady forestalled by study and ended by the gray elves’ reclamation of their ancestral identity.

The followers of this paradigm, its “scholars,” are an unusually diverse lot but all equally share a fascination with the “old ways” of High Sorcery. No matter their pursuits, this propensity colors their appreciation and understanding of sorcery’s highest mysteries.

Races: Sithican elves would be the best fit, but the Tower of Har-Thelen is oddly welcoming to dissidents and outcasts of all wakes of life.

Classes: Scholarly arcane classes, such as wizards, may find themselves at home here. Bloodmages are regarded with skepticism. Non-arcane classes may struggle to find purchase in this institution, though their merits do not exclude them.

Alignments: Evil characters of all kinds fit best for the Machiavellian mindset. Neutral and good aligned characters should not expect to stay such for long.

Notes: Uncovering the secrets of Sithicus can come at a high risk to one’s character. Tread carefully and trust no one.

Themes and expected challenges: High magic, magical study, unethical experimentation, elven society, internal strife/politics, and scheming.

Getting involved: Seek entry into the Tower of Har-Thelen and an audience with its members within.

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Ktoln Va’rith
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Active as of 2023-01-04
« Last Edit: January 05, 2023, 06:17:27 AM by Ktoln Va'rith »
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Re: Player-Created Faction Guide
« Reply #11 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 2023-01-01
« Last Edit: January 01, 2023, 12:16:34 PM by MAB77 »


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Re: Player-Created Faction Guide
« Reply #12 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 2023-01-01
« Last Edit: January 10, 2023, 04:37:44 AM by Oathbearer »

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Re: Player-Created Faction Guide
« Reply #13 on: January 04, 2023, 01:49:15 PM »

Valey Neuve


Not truly a faction per se as a Dementlieuse political philosophy gradually materialising into a party, "Valey Neuve" (or "New Valey") is named after Emeric Desrosier, grandson of the Marquis of Valey, and represents not so much a political evolution, as old ideas taken up with genuine fervour, youthful idealism, and an eye towards modern methods and implementation (though the latter in particular makes the older, more settled generations regard them with a degree of mistrust and scepticism).

Their stance on many issues is demarked by a pragmatic, conservative approach that nonetheless strives towards a philanthropic expression of nobility. Their views on a number of issues, in brief: innately pro-Republic (thus equally anti-monarchist), counter-Revolutionary (and hence classist), a defensive Fabian mindset towards Falkovnia, open to outreterriens (outlanders) finding a place in the Republic as long as they have earned it, a certain scepticism towards the Borcan Grain Deal as a dangerous single point of failure in the nation's food strategy, all fed fundamentally by a desire to create a strong, stable society.

While avidly opposed to Revolution, "Valey Neuve" has been accused of being reformist, a charge its adopters fervently deny -- they see themselves as restorers, boldly upholding the legacy of Leon in a new, difficult age.

Emeric Desrosiers and Sieur Dorian de Sauvre are the two of the most prominent nobles in this party.

Eligible Members:
Primarily Human, any non-Outcast.

Classes: Any, though Sorcerors and Hexblades will probably have to keep things on the down low.

Alignments: LN, TN, LG, NG. Chaotic or Evil individuals will have to keep their more extreme impulses in check.

Themes: Politics; small-c political conservatism; noblesse oblige taken seriously; tradition vs. innovation; idealism vs. pragmatism; "filthy centrism".

Interested? Contact:
 - Dorian de Sauvre (Yours truly)
 - Emeric Desrosiers (Shelved for now)

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Re: Player-Created Faction Guide
« Reply #14 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 2023-01-01


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Re: Player-Created Faction Guide
« Reply #15 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.
D.T.#6355 (Ophelia Bell)



Active as of 2023-01-01
 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...
Ophelia Bell: Your friendly Neighborhood Grave-Keep
Qasim Majib Talib Ju'ur Dai: Confused desert man

The Institute

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Re: Player-Created Faction Guide
« Reply #16 on: January 05, 2023, 01:34:50 AM »

"In all chaos there is a cosmos, in all disorder a secret order."
— C.G. Jung

The inevitable foundation of The Institute in the year 775 was not by any explicit conscious choice, but birthed by a simple necessity for it's own existence. During the initial architecture, The Institute was kept veiled in secrecy - operating only within the purview of a select few that could be trusted with the labyrinthian task of converting the chaos of it's design into order, or at least possess the brilliance of mind to attempt it. 

As the amalgamations of The Institute continued to expand, so did the necessity for it's architects. While it is now known that the organization exists, the inner structural mechanisms remain an obscured curiosity.

Bureaucracy, Intelligentsia, Objectivity, Economics, Invention, Weaponry, Asset Management.

Any individual may thrive based on their own achievements. Extremities of alignment may find select elements of diplomacy exceedingly difficult.

Only Gnomes serve true positions within the many confines of The Institute's ever expanding infrastructure. Individuals of outside organizations however may find favorable alliances and relationships.

The Institute seeks out those with an affinity for their own potential, and those who benefit from the resources to make it a reality. Those with an exemplary dedication and execution of their skillset may elicit the attention of an agent.

For more information on involvement:

Active as of 2023-01-01
« Last Edit: January 05, 2023, 02:04:14 AM by The Institute »


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Re: Player-Created Faction Guide
« Reply #17 on: January 05, 2023, 02:31:43 AM »

"The sewer gang of The Drain"

"Look at you, tossed aside from society. Called names, called a freak, or just plain weird. We are the tunnel cats, an entourage of discarded folk who get what they want for once; sinking their claws on whatever pleasures them. Money? Easy. Good times? All here. Come make friends, come make enemies, come make as many as you like; you should just stay on the Boss's good graces- which isn't even that difficult. The sewers are our home and we don't let just any man walk down here unless we can get something out of them. We're the eyes and ears, the fangs, the muscle, and sometimes brains if we're bold. Those among us are looked after, but you better pick up your own slack, we don't like weaklings. Think you're fit to be a tunnel cat? We'll just see~"

Symbol: "Head of a black cat bearing fangs and forked tongue; horns protrude above it's head"

The tunnel cats are a gang related faction that primarily focus on thug or thievery lifestyles. Jobs may be taken on as a group to those who offer the biggest pay. To help fund operations, shops would be set up in the sewer city selling either regular relics or contraband. You're expected to fall into the lines of being your average criminal, uncaring of performing actions that break the law. You would work along side other tunnel cats, and though you're not expected to be their friend, it would be in your best interest to have a non-violent relationship.

Sewer Gang, Crime, Thugs, Contraband, Drugs, Black Market, Thievery, Violence, Heists

Any Evil or Neutral. Good aligned characters may find it difficult to maintain a good alignment.

Any race is allowed to be part of the Tunnel Cats, outcast races (half-orc/caliban, tiefling, scro, etc) and outlaws will have an easier time joining.

Any class except Paladin may join. Rogues/Beguilers/Assassins are encouraged and are easily accepted.

Getting Involved:
Be around The Drain often and speak with other tunnel cats. You might be tested to show that you're capable of being among a criminal organization.

Want more information? Private Message mstrlzard on the forums.
Or mstrlzard#8474 on discord.

Active as of 2023-01-01


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  • I just wana RP, man.
Re: Player-Created Faction Guide
« Reply #18 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 2023-01-04
« Last Edit: January 08, 2023, 01:52:28 PM by MAB77 »

Famous Seamus

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Re: Player-Created Faction Guide
« Reply #19 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#3915).

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 2023-01-01
« Last Edit: January 09, 2023, 11:03:30 PM by Famous Seamus »

cheese tornado

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Re: Player-Created Faction Guide
« Reply #20 on: January 12, 2023, 02:32:43 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)
"Sister Marissa" Cheese Tornado (Discord CheeWhizz#2722)
"Sister Amelia" Onkel Bob
"Saphrin Qaythel" NacreCicatrix


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Re: Player-Created Faction Guide
« Reply #21 on: January 14, 2023, 01:53:08 AM »
The Van Couvenhoven Society of Adventurers

The Van Couvenhoven Society of Adventurers is a guild for those who wish to explore the core! The guild is focused entirely on academia and archeology; with no interest in politics of any of the places they visit beyond documentation. The guild was founded by Bartholomeus Van Couvenhoven; an aspiring scholar from Kartakass who was inspired by the many tales sung throughout the land of places abroad. The guild is NOT a mercenary company, and does not seek to change the way of life in the lands they visit but rather observe and document them.

Races: All races are welcome. Bear in mind some races will come across their natural challenges they may bar them from certain adventures.
Classes: All classes are welcome. This guild however is geared towards Rogues and Crypt Raiders.
Alignments: Neutral alignments do best here as morality will not interfere with their study. Good and Evil could join but their agenda may come at odds with the group.

Themes and expected challenges:
This guild is made with the intention of completing various dungeons around the server from the IC perspective. Roleplay should play a major role in the exploration of any area visited, and it is expected that dialogue take a greater precedent when participating in a dungeon. outings to locations will be treated as an event as opposed to a 'dungeon run'. A greater emphasis is placed on lore and the story telling behind PoTM's various dungeons. Some of the groups goals include exploring unusual locations as well. Overall themes center around Lore and Exploration.

Getting involved:
It's easy to get involved message this forum account, message this discord account: Meduegna#0794, or find Bartholomeus Van Couvenhoven in game and talk to him.

Active as of 2023-01-14
« Last Edit: January 14, 2023, 02:11:38 AM by MAB77 »


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  • The Bereaved & Defunct.
Re: Player-Created Faction Guide
« Reply #22 on: January 14, 2023, 06:48:49 AM »
The Ace of Hearts Gambling Federation

The Ace of Hearts is a group founded by Bes'lyth Dwin'arn'ith, with the intention of creating a federation that would act as a travelling casino in the core, aswell as generating income through bets and different games that the dealers of the Ace of Hearts federation are adept at. They act as a way for individuals to spend coin and chase wealth, to get involved in tournaments and games of chance.

Races: All species of humanoid are welcome.
Classes: Every class is welcome, but bards and beguilers will fit in the most considering the entertainment side of things.
Alignments: All alignments are welcome and will recieve their own challenges as members of the faction.

Themes and expected challenges:
The Ace of Hearts Federation's guard characters may face challenges in the form of thieves or altercations regarding payment. Other players may also require time to learn the process through which they will use the dice system to re-create the games that will be used ICly, such as blackjack. Travelling all over the playable core could also be considered somewhat of a challenge as when an event is hosted it is planned to be hosted in a different location every time.

Getting involved:
Leave a message for Bes'lyth Dwin'arn'ith or any of the other members of the faction or contact Edwárd#9999 on discord.

Active as of 2023-01-14
« Last Edit: January 14, 2023, 05:36:48 PM by MAB77 »

The Vallaki Review

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Re: Player-Created Faction Guide
« Reply #23 on: January 14, 2023, 05:23:04 PM »

Established in the year 777, The Vallaki Review has published weekly and free broadsheets featuring news, opinion, and investigative work by its reporters. A relatively moderate publication in comparison to its Barovian competitors, The Vallaki Review is written with a primarily Vallaki audience in mind, attempting to appeal to both the local Barovian population and the outlander class. The Vallaki Review is known to occasionally publish special issues of fresh news, alongside more in-depth features on local life.

Races: Publicly, only Barovian-acceptable races are presumed to write for The Vallaki Review. Privately...who knows?
Classes: Any class can handle the RP of being involved in a newspaper. Naturally, stealthy or social builds might be able to find more information.
Alignments: Just as in real life, workers in the news industry can be good or evil. Good characters may find themselves in danger if the truth threatens great evils, and evil characters may find their behavior unwelcome within a reputable organization.

Notes: The newspaper can involve many types, and PCs need not act as reporters. Any role that fits can be welcome, such as investigators, legal aids, town criers/newspaper hawkers, representatives, sponsors, and so on... Members need not be fully dedicated to the paper, and may even contribute only in small ways. Nor do members need to be based in Vallaki, foreign correspondents and investigators are welcome, should there be good reason for it IC.

All that truly matters is the RP your character puts in. Unlike many factions, most of those involved in the paper will likely work largely independently in whatever capacity they see fit, though this is not set in stone and may change depending on circumstance.

Themes and expected challenges:
Themes - Investigation, intrigue, independent work. Also writing, socializing, politics.
Challenges - Depending on role, challenges may include producing useable work, danger if publishing upsetting information, etc.

Getting involved:
The Vallaki Review has hiring posters, which provide contact information for the accounts listed below. Interested parties are invited to write to Dragomir Antonescu at the Blue Water Inn, or Anamaria Cosovei.

The Vallaki Review
Yinyang (Anamaria Cosovei) Discord: YinYang#2545

Active as of 2023-01-14
« Last Edit: January 14, 2023, 05:35:28 PM by MAB77 »


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Re: Player-Created Faction Guide
« Reply #24 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.

Active as of 2023-01-26
« Last Edit: January 26, 2023, 03:58:14 PM by myrddraal »