Author Topic: Player-Created Faction Guide  (Read 58356 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.

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Active Factions
The following groups are active and recruiting!

Chevaliers du Bouclier
Gold and Sapphire Raiders
Hollow Halls
House Kiy'zuel
La Fleur d'Ambre
The Archondum
The Brotherhood of the Whip
The Christian Orders
The Church of Kelemvor
The Circle
The Circle of the Sullen
The Court of the Horned King
The Guardians of Degannwy
The Hellknight Order of the Black Arch
The Institute
The Iron Boar Company
The Knights of the Scarlet Cross
The Masked Coven
The Order of the Crow
The Silverlined Hope
The Tunnel Cats
The Weeping Rose Covenant
The Xaoticus Cabal
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: November 15, 2022, 02:29:10 PM by MAB77 »

DM Bara

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Re: Player-Created Faction Guide
« Reply #1 on: July 29, 2020, 04:59:55 AM »


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

How To Get Involved

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


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

Active of of 09/05/2022
« Last Edit: September 05, 2022, 01:06:18 PM by MAB77 »
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Re: Player-Created Faction Guide
« Reply #2 on: August 26, 2020, 11:01:52 AM »

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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Active as of 09/24/2022
 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: September 24, 2022, 08:34:08 AM by MAB77 »
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Famous Seamus

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Re: Player-Created Faction Guide
« Reply #3 on: August 22, 2021, 08:54:09 PM »

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

Summary: The Christian Orders are an ecumenical 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 comprise the Knights Templar, Knights Hospitaller, and clergy and laity—Gothic Earth Christians and converts alike—united 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. But all are called to stand against the forces of darkness however they can.

Races: Any, although the political climate of Vallaki prevents Drow, Tieflings, and Tanarukks from joining the Templars or the Hospitallers.

Classes: Any except Assassin, Blackguard, and Pale Master. Hexblades will likely struggle with faction requirements. Voodan and druids who convert run the risk of losing the powers and abilities granted by those classes.

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

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 Templar (white tabard with a red cross), a Knight Hospitaller (black tabard with a white cross), or a character bearing Christian symbols or iconography in-game. Alternatively, visit the Christ’s Church in Warehouse Two, Vallaki.

Contacts: Prelate Vandryn Carro, played by Famous Seamus (Famous Seamus#3915).

Christian Orders Forums:
Main Faction & Templar 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 private, 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.

Image at top: Stained glass window from St. Andrew’s Church, Temple Grafton, Warwickshire.

Active as of 09/04/2022
« Last Edit: September 04, 2022, 10:05:12 PM by MAB77 »


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Re: Player-Created Faction Guide
« Reply #4 on: October 08, 2021, 11:35:27 AM »

The Church of Kelemvor

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

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

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

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

Roleplay Opportunity Examples:

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

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

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

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

- Ordermaster Ramon Bhakul, Holgard - Discord: Holgard#1836
- Doomguide Ariana Verant, Farhorizon - Discord: farhorizon#4886

Active as of 09/03/2022
« Last Edit: September 03, 2022, 07:49:23 PM by MAB77 »

The Institute

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Re: Player-Created Faction Guide
« Reply #5 on: February 17, 2022, 01:31:10 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 09/04/2022
« Last Edit: September 05, 2022, 02:14:56 PM by MAB77 »


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Re: Player-Created Faction Guide
« Reply #6 on: March 09, 2022, 05:00:54 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"

Summary: 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.

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

Alignment: Recommend Neutral or Evil. Any evil will fit in perfectly. Any neutral may not take on the most intense immoral jobs, instead find themselves on muscle duty or black market mercantile. Good alignments would fail here.

Races: Any race is allowed to be part of the Tunnel Cats, however this is centered around outcasts races (half-orc/caliban, tiefling, scro, etc) and outlaws.

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

How to be 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 09/05/2022
« Last Edit: November 13, 2022, 10:44:01 PM by mstrlzard »


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Re: Player-Created Faction Guide
« Reply #7 on: April 12, 2022, 01:58:38 PM »
The Hellknight Order of the Black Arch

Summary: The Hellknight are collectively known as the renowned order of Knights with a heavy focus on promulgation of law. They focus mainly on the strict and unswerving attitude on Order and Law, no matter the costs involved, the most pragmatic approach is often considered the right one, even if forgoing innocent lives and suffering collateral damage in attempts to achieve the greater goal. The Hellknight Orders are based on the empire of Cheliax, located by the Inner-Sea region on the continent of Avistan, in the world of Golarion. Heavy influence on the imperial law and order is tied into the Hellknight orders where the Order’s history began. Some of the more influential and powerful orders have expanded beyond the empire’s borders, where the reputation of the Hellknight alone assures Lords and Ladies of efficient lawkeeping and Order. Even if it at times, gruesome, the nobles are glad to leave the ugly work to the Knights, and this is just fine for the Hellknight.

The Hellknight are not a religious organization, even though The Order of the Godclaw is a Hellknight order that extols the virtues of five deities (Of Golarion, see wiki.), distilling select tenets into a dogma far from any one god’s faith. Rather, exacting the harshest philosophies from them, forming the concise outlook for their Order. The Hellknight are known for their harshness and severity, but the organization itself is not inherently Evil, they are unconcerned with morality of their actions, considering emotions a weakness rather than an asset when making logical choices. Yet the majority of the Order’s dutiful are arbiters and enforcers of order and justice. Many who join their ranks, do so due to the sense of righting wrongs in the world, fighting bandits and marauding monsters, seeing a lawful world a much better option than not.

The Hellknight have a Century of tumultuous history and formation of multiple Orders. The empire of Cheliax’ conduct and open worship of Asmodeus and the fiendish host, supported by the ruling royal house of Thrune, and adherence to diabolism has a heavy influence on the Hellknight and their philosophy. Since morality is cast aside and only cold logic and effectiveness remains, the teachings of Ordered Hells and their efficient Armies have become a staple of example to which the Hellknight often refer to by their myriad duties. Outside of Cheliax, the reverence of Devils and Diabolism has not been found so welcomed, but the fact of effective law keeping and discipline has kept many nobles silent as the results of the Hellknight work speak highly of their effectiveness.

Races: Predominantly humans, with gnomes being the second most likely race to join the Order, though all other races will be considered and might be allowed to join.
Classes: Fighters, Monk, Wizard, Blackguard, Weapon Master, Assassin. The worship of some recognized powers can be accepted: Cleric, Favored Soul, Hexblade, Divine Champion. Other classes, not listed, can certainly work, while others are simply unfit.
Alignments: Lawful Evil, Lawful Neutral, Neutral Evil. Good aligned characters would find the Order of Black Arch opposing much of their moral values.
Notes: There are no level-restrictions to join the Order, but we are currently based in Barovia (levels usually ranging between 1 and 12). The faction is based on the Pathfinder–game system of the Order of Hellknights in the various campaign settings of the world of Golarion.

Themes and expected challenges: Duty, Order, Power, Ambition, Law, Ruthlessness, Dark secrets, Corrupt officials, Tyrants, Hierarchies, Courtesy, Bureaucracy, Pride, Immorality, Imperial, Byzanthine systems.

Orderly activities of adventuring, with a sinister flavour, in search of Power. Offering assistance to the local authorities, finding advancement and status in the hierarchies of the land. Working the law, abusing the loopholes. Retaining fearful reputation and feeding the collective ambitions of the group. Lectures and training in efficient warfare, conduct and alternate philosophies of the Hellknights. Struggling with moral dilemmas.

Getting involved: Reach out to Gavrosa Pulex in-game. A character who would like to be involved with the group activities in the rich world of Ravenloft domains, character ambitions and roleplay will always be the priority and also the inclusion of the playerbase rather than its exclusion, however the form of interaction might be more antagonistic in many cases, but enjoyable gaming will be considered a top priority for all!

Contacts: Via forum account PM - Primeape

Active as of 09/03/2022
« Last Edit: September 03, 2022, 07:39:47 PM by MAB77 »

Madame Trousers Son

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Re: Player-Created Faction Guide
« Reply #8 on: April 23, 2022, 08:27:45 AM »
"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)

Active as of 09/03/2022
« Last Edit: September 03, 2022, 07:50:52 PM by MAB77 »
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Re: The Order of The Crow
« Reply #9 on: May 18, 2022, 02:31:05 AM »
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 09/03/2022
« Last Edit: September 03, 2022, 07:40:26 PM by MAB77 »


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Re: Player-Created Faction Guide
« Reply #10 on: May 19, 2022, 04:06:50 PM »
Player Faction Group Template

Summary: 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.
Best Regards!

Dev. Relationist for the Dark Powers.
1 Castle Road, Castle Ravenloft, Village of Barovia.


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Re: Player-Created Faction Guide
« Reply #11 on: May 22, 2022, 01:28:23 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.

"Sister Perendra" Emptyanima (Discord  emptyanima#1198)
"Sister Amelia" Onkel Bob
"Brother Nishan" kleomenes (Discord Colonic#1038)

Active as of 09/05/2022
« Last Edit: September 14, 2022, 01:44:53 PM by MAB77 »


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Gold and Sapphire Raiders
« Reply #12 on: June 01, 2022, 06:13:51 PM »
Gold and Sapphire Raiders

[Art by Rick Campana]

Who knows what awaits in the darkness? For those of us who dig too deep and too greedily.

Summary: A company of competent crypt-divers who courageously scour any crypt, ruin, or worse in order to fulfill their needs for either wealth or glory. They do not slay the groaning and dust-smitten undead out of the goodness of their hearts. There is valuable knowledge out there abandoned by the foolish short-lived races, that has been left to rot hidden away from the sun, waiting to be used for OUR benefit. Or to simply show off...
This group is for those who want to be involved in the roleplay of mystery and exploration, and enjoy the fulfilling feeling of a heavier coinpurse on your belt.

Races: Talent is king. Any race can be accepted. Nonhumans preferred.

Classes: Almost any class will work. As long as the alignment isn't heavily conflicting. Crypt Raiders are favored.
Any can try to become involved. As Influence, Prestige, Wealth, Power, or the desire for Knowledge can all be enough reason for a wide variety of characters to enlist.

Alignments: Most alignments will work. Chaotic leaning. Strict moral guidelines are left at the door though.

  • Skilled craftsmen despite class or motive can be considered members to a degree even if they prefer to be rough business associates.
  • Members should be mid or higher level for much of the more challenging content outside of Vallaki’s Outskirts and across the Core. Exceptions are made for those who are involved for a mentorship.
  • PVP is unlikely to happen, but conflict through MPC or DM plots would be possible.
  • Fair play will be expected between members.

Themes and expected challenges:

The #1 priority shall be the effort to spread any and all valuable items discovered by the raiders to any member and to the rest of the market. The joy of the sale is more important than the profit.

  • Crypt Raiding!
  • Finding valuable bounties! (Both Player requested and NPC)
  • Rare treasure trades and sales! (Advantage given to members)
  • Company loyalty!
  • Exploring DM-driven dangerous dungeons and plots!
  • A touch of reckless greed!
  • Charming, and not so charming rapscallion affairs!
  • Mysteries! Encountering and sharing secret knowledge! The group may be considered a way to access locked prestige classes, even as a tutoring environment!
  • Corruption! Encountering dark and evil things you probably shouldn’t have found, yet gleefully stolen, hugged, and kissed anyway.
  • Black market trades! And possible, maybe the occasional occurrence of slipping illegal items past authorities…

And of course, good old fashioned dungeon diving!

Getting involved:
Simple! Make contact with members in the game.

Contact Cody via forum PM and send a RP letter.
Or find Riordan Stardancer in the game.


Active as of 09/03/2022
« Last Edit: September 14, 2022, 01:46:15 PM by MAB77 »


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  • Dhelindria "Lindy" Lawrence Rathcore
Re: Player-Created Faction Guide
« Reply #13 on: June 04, 2022, 06:29:30 PM »
La Fleur d'Ambre

Summary: Based in Port-à-Lucine, La Fleur d'Ambre is an independent venue that regularly hosts a variety of artistic events - such as debates and classes on art, etiquette, and language - as well as major theatrical productions by its in-house performers, La Troupe de la Fleur d'Ambre. As such, La Fleur d'Ambre is always on the look-out for up-and-coming talent to fill a multitude of well-compensated roles so that we can continue to provide consistently enjoyable events for players to attend.

Races: All races that are accepted in polite Dementlieuse society are welcome.

Classes: All classes are welcome!

Alignments: All alignments are welcome, although CE characters will likely not be a good fit.


• No prior bardic / performance experience is needed! As long as someone is willing to learn, then we will be delighted to teach.

• This player-created faction utilizes a private Discord for scheduling purposes. Participation is not mandatory, but coordination will be difficult without it.

• For plays and other performances, this organization uses Google Cloud-based programs such as Docs and Slides.

Themes and Expected Challenges: As this is an artistic faction, most of the internal themes revolve around the creative process. Since La Fleur d'Ambre is based in Dementlieu, external themes such as classism exist, plus all the other Gothic Horror themes that can be found in the domain. Dementlieu is known for its culture and performances, so the possibility exists for rivalries with similar venues - both PC- and NPC-driven.

Getting Involved: Colorful parchments typically abound at the usual places in Vallaki, the Keep of the Dyad / Mist Camp, and Dementlieu. Finding one of these and following the instructions is all that's needed, although a player can also speak IC with any faction member for more information.

Time Zones: Most activities occur during U.S. evenings - Eastern and Central.


PC: Dhelindria Rathcore, Operations Director
Forums: Dhelindria
Discord: Dhelindria#1326

PC: Violeta Dragunescu-Istrate, Creative Director
Forums: TherapyCat
Discord: TherapyCat#5786

History of Events

Active as of 09/03/2022
« Last Edit: October 17, 2022, 03:11:03 PM by Dhelindria »


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Re: Player-Created Faction Guide
« Reply #14 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 09/03/2022
« Last Edit: September 14, 2022, 01:46:56 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 #15 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 09/03/2022
« Last Edit: September 03, 2022, 08:43:02 PM by MAB77 »


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Re: Player-Created Faction Guide
« Reply #16 on: September 03, 2022, 02:34:58 AM »
The Masked Coven

Summary: Founded by Rithwarian Luelana Sept. 3 777, The Masked Coven was created to reach out to sorcerers around the Core and offer support, mentorship, and protection for fledgling sorcerers in need.  The newly founded organization is known to a select few, and membership is only offered to the gifted.  Those seeking to explore their bloodlines, mentor others, or merely find good company among others with the gift may find what they seek in the Masked Coven. 

Races: Any
Classes: Sorcerers
Alignments:  Any, though must be tolerant of the gifts of others over the perceptions of society, and operate with discretion whether good or evil.
Notes: Largely based in the Village of Barovia, with some recruitment/support in Vallaki.  Must be able to gain access to a specific location.

Themes and expected challenges: Sorcery, apprenticeships, exploring sorcerous origins, potential ritual magics, sanctuary from persecution.

Getting involved: Be noticed by the right people.  Please respect that this is a secret faction, common knowledge of it does not exist.

In-Game: Rithwarian Luelana
Forums: RedMoney
Discord: RedMoney

Active as of 09/03/2022
« Last Edit: September 03, 2022, 07:07:07 PM by MAB77 »


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Re: Player-Created Faction Guide
« Reply #17 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 09/04/2022
« Last Edit: September 05, 2022, 10:53:09 AM by MAB77 »
Game Login: Catherine


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  • The Circle
Re: Player-Created Faction Guide
« Reply #18 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 2022-10-28
« Last Edit: October 28, 2022, 04:41:15 PM by Gesseritt »
Playing Drezdrelda Volyakova, Barovian witch of The Circle


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Re: Player-Created Faction Guide
« Reply #19 on: September 18, 2022, 10:52:50 AM »
The Silverlined Hope

Summary: Our goal is to better the people around us! We wish to help those who are new to this land and adapt to the harsh culture shock that comes in it's wake. Providing supplies and goods to those less fortunate and in need.
Whether it is the song of the bards, the protection of the people, or just bringing joy to those who would find themselves in the bar.
The Silverlined Hope will be the ones to bring this land out of the dark gloom that has befallen it's people!

Races: All are welcomed in the ranks of the Silverlined Hope
Classes: All classes except Blackguard and Evil aligned Pale Masters
Alignments: Lawful Good, Chaotic Good, True Neutral, Chaotic Neutral.
Notes: We are more inclined to those that wish to better the land in any means. As well as to help the community around us grow and prosper. We will gladly take in newly misted to help them find their path and learn the laws of the lands.

Themes and expected challenges: New-Player friendly, Charity, Volunteer work, expeditions, Monster Hunting, Celebrations, A/MPC Interaction, Dungeoneer, Teaching, Valleki.

Many of the members may be partaking in parties or festivals in bars. While answering the call to anyone who needs help. You may be summoned to fight off a new threat that endangers the people of Bariovia, and celebrate your victory (Or survival) of such a foe! A monthly meeting and recruiting in Silver and Light Green from time to time.

Getting involved: We hold our meetings at the Lady's Rest and can often find a member out and about in Silver and Light Green colors.

Spokesman - Richardo Meynn - Discord - Lo-Kain#0648     Forum name - Forsakenwish

Active as of 2022-09-18
« Last Edit: September 18, 2022, 11:16:13 AM by MAB77 »

Thermidorian Reaction

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Re: Player-Created Faction Guide
« Reply #20 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 10/10/2022
« Last Edit: October 10, 2022, 08:35:56 AM by MAB77 »


  • Discord: Miuo#2377
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The Weeping Rose Covenant
« Reply #21 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 10/10/2022
« Last Edit: November 15, 2022, 02:00:31 AM by Miuo »


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Re: Player-Created Faction Guide
« Reply #22 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
Alekxandru Garguilovich

Active as of 10/10/2022
« Last Edit: October 11, 2022, 02:48:58 AM by Bereus »

She Said Destroy

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Re: Player-Created Faction Guide
« Reply #23 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 a Barovia based faction, but this could change given enough time.
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

 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.