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    Major and Minor factions

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    Join date : 2018-09-12

    Major and Minor factions Empty Major and Minor factions

    Post by Admin Wed Jan 23, 2019 1:12 am

    Major Factions
    +++++++++++++
    The Free Traders - Based out of Hill-Shah-Yann they have employees in every major settlement. They have numerous caravans that are protected by sub-contracted mercenaries. Members pay nominal fees to operate under the faction name to the member directly above them.
    Leadership: Keren Nedz
    Strongholds: 5
    Manpower: 7000
    Alignment: Lawful Neutral
    Alliance or Defeat reward: Best/safest trade lanes

    Coven Exiles - A witch who has been exiled seldom retires peacefully. Witches have a well earned reputation for manipulation, dozens of bandit groups have been made to serve exiled witches.
    Leadership: None
    Strongholds: Unknown(many)
    Manpower: Unknown(many)
    Alignment: Chaotic Evil
    Alliance or Defeat reward: Largely varies based on different groups

    Cult of the Dragon God Corpse - Eastern Lizards followed instructions left to them by a Dragon, or possibly someone else, have lead them to a humongous Dragon jaw stuck in the base of a mountain where they have set up camp and attack anyone who gets too close.
    Leadership: Nessashi Gopiloden
    Strongholds: 2
    Manpower: 500
    Alignment: Chaotic Neutral
    Alliance or Defeat reward: Powerful magic item

    Banefire Keepers - A religious order that maintain green flames that cause flesh to wither and die on contact.
    Leadership: Glasef Dov
    Strongholds: 5
    Manpower: 200
    Alignment: Lawful Neutral
    Alliance or Defeat reward: Banefire enchantment*
    * https://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding

    The Bronze Buckles - A smuggling group based in Niedrigster-Herrscher. The Smuggling band’s primary color is Bronze, edging most of their banners and uniforms with the color. On banners the silhouette of a badger can be seen. The leader is a charismatic demagogue who preaches equality and freedom for all. The outlaw band’s members are primarily refugees, mostly humans who believe in eliminating the oppression in the Coven Claimant state. Members typically arm themselves with axes and knives as they are cheap and not suspicious should they be searched. They have their headquarters is hidden under a brothel. The outlaw band is feared priests and sages who justify the oppression in the area. Membership requires they wear bronze buckles at all times. The smuggling ring's primary modus operandi involves a network of safehouses. The ring is supported by a prominent merchant who owns most of the safehouses including the brothel. This merchant also believes in fighting oppression and is good friends with the leader of the smuggling ring.
    Stongholds: 1
    Manpower: 300
    Alignment: Chaotic Good
    Alliance or Defeat reward: Unhindered movement in Niedrigster-Herrscher

    Men o' War - This group of warriors are lead by a repeatedly reincarnating man who is dedicated solely to the idea that might makes right. Every time he is killed a member of his warband is possessed by the spirit of The Warlord and he carries on as though nothing happened. The Warlord's goal is to wipe out all forms of government that don't conform to his ideas.
    Historically The Warlord has appeared many times, leading several rebellions during the Coven integration and even before that destroying federations of his own people.
    The modern version claims to have an alliance with Ahus Argis, Lady of Hope, the Unforgiving Queen she who's domain is Magic and Mundane. This claim seems to be true as most of his warriors, including himself, have an intense resistance to magic.
    Leadership: The Warlord
    Strongholds: 5
    Manpower: 3000
    Alignment: Chaotic Neutral
    Defeat reward: Adamantine
    +++++++++++++
    Minor Factions
    +++++++++++++
    Brotherhood of Night - A werewolf faction prone to infighting, they harass settlements and attack travelers at night.
    Leadership: Zelthon Nightrock
    Strongholds: 0
    Manpower: 25-100
    Alignment: Chaotic Evil
    Alliance or Defeat reward: Settlements no longer attacked

    Children of the Night - A faction consisting of deer possessing human bodies in an effort to evade being hunted.
    Leadership: The First
    Strongholds: 1
    Manpower: 100-500
    Alignment: Lawful Evil
    Alliance or Defeat reward: Deer Warriors

    Midnight Stalkers - Assassins infamously based out of Niedrigster-Herrscher, they operate despite the local government's attempts to root them out.
    Leadership: Unknown
    Strongholds: Unknown
    Manpower: 10-20
    Alignment: Lawful Evil
    Alliance or Defeat reward: Free staff of 10, with proficiencies in Stealth and Subterfuge.

    Order of the Iron Tower - Men with iron skin protect a tower made of solid iron, their motivations are unclear.
    Leadership: Unknown
    Strongholds: 1
    Manpower: 10
    Alignment: Lawful Neutral
    Alliance or Defeat reward: Iron golem creation manual(one use).

    Sounds of Life's Fullness - Bands of females who have given up on civilization and live in the forest playing music so wonderful travelers that hear it can't help but follow the music into the forests and to their deaths.
    Leadership: Trielva Arablyl
    Strongholds: 1
    Manpower: Unknown
    Alignment: Chaotic Evil
    Alliance or Defeat reward: Improved prosperity gain.

    Grave Genesis - A band of Ute Skin-Demons suddenly returned to the world, they hold strong animosity for the Coven. Currently they run a horse-based Warband that reflects their nomadic origin. 5 Skin-Demons are present.
    Leadership: Black Hawk son of Chief San-Pitch
    Strongholds: None
    Manpower: 150
    Aliment: Chaotic neutral
    Alliance or Defeat reward: Purchasable/Trainable War-Horses

    Seer Cult - An ominous group said to have been founded as a result of the Coven's enslavement of man, it's members have barely if ever been seen.
    Leadership: Unknown
    Strongholds: Unknown
    Manpower: Unknown
    Alignment: True Neutral
    Alliance or Defeat reward: Master crafted Seer's equipment*
    *Unattainable until a certain level

    Hooded Grasslings - Sometimes if a traveler is injured or sick they will be visited by a hooded and bodyless spirit that will heal them, the Grasslings never leave the tall-grass meadows they call home.
    Leadership: Unknown
    Strongholds: Unknown
    Manpower: Unknown
    Alignment: Neutral Good
    Alliance reward: Healer feat

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