Factions & Societies

In the dim backroom of a smoke-filled tavern, two figures leaned over a table. The clink of coins exchanged hands as one spoke in a hushed tone, “The Hand expects results, not excuses.” With a nod, the hooded figure vanished into the night. A raven’s cry echoed outside—an omen of the Iron Ring’s silent, far-reaching grip.   Elsewhere, in the flicker of temple torchlight, an assassin placed a raven feather beside a bundle of offerings. “Rashida, guide my blade,” he whispered. The Golge Cemberi moved unseen, death soon to follow in the quiet halls of power.   Far across the seas, Damaestra Lucia of the Hermandad sat in the marble chamber of the Escali Empire. “The Empress requires compliance,” she murmured, her agents already in motion, weaving the empire’s influence with the subtlety of a spider’s web. From the shadows to the grand halls, Tavomia’s factions played their silent games, ever present but always unseen.
— Whispers in Shadows
 

The Webs of Power

Rampaging orcs and vile undead are dangerous foes for any would-be adventurer, but the world’s true threats often hide in plain sight. Tavomia is home to a myriad of guilds, societies, knightly orders, and shadowy cabals, each with their own goals, ambitions, and secretive agendas. The average citizen can never be too sure who they’re dealing with—spies, informants, and even assassins can be found in every corner of the world. Heroes must navigate these unseen political landscapes, as much as they face the monsters lurking in the shadows.  

The Black Veil

  The Black Veil is a secretive and deadly organization hailing from the jungles of Khenaris. Dedicated to freeing Dashiva, the Dark Mistress, the Black Veil operates from the shadows, using sorcery, assassination, and corruption to achieve their goals. The Veil’s agents move unseen, their presence often revealed only by the destruction they leave in their wake. They are feared not only for their ruthlessness but also for their ability to manipulate powerful individuals and entire nations. For the average citizen, hearing whispers of the Veil is enough to send chills down their spine.  

The Cult of the Damned

  To most mortals, the Cult of the Damned is nothing more than a tale told to scare children. But those who have encountered their madness know that the cult is all too real. Devoted to the worship of Morgesh, the god of insanity and corruption, the Cult seeks to plunge the world into chaos. Madness follows wherever the Cult treads, with entire villages being driven to unspeakable acts of violence. Their leader, Maze, is said to have transcended death itself, guiding his twisted followers toward their horrific goal: the release of Morgesh from his eternal prison.  

The Golge Cemberi

  The Golge Cemberi are an order of assassins shrouded in legend and fear. Many believe them to be untouchable, able to strike at anyone, anywhere, without leaving a trace. Their symbol, a one-eyed raven, is known to send a shiver through the bravest of hearts. With ties to the divine, specifically Rashida, their methods and contracts are steeped in mystery. The Cemberi’s reputation is unmatched, and it is said that they never fail to complete a contract, no matter how impossible it may seem.  

The Hermandad

  The Hermandad is the elite council of sorceresses that serves the Empress of the Escali Empire. Known as the Damaestras, they hold tremendous power over the empire’s politics, magic, and law enforcement. The Hermandad is both revered and feared, especially for its ability to command the arcane forces of the world. Mortals rarely understand the full scope of their influence, but rumors of their involvement in shaping the world’s major events abound. Through their vast network of spies, known as the Spider’s Web, they ensure the Empire’s dominance remains unchallenged.  

The League of Explorers

  Based in Freeport, the League of Explorers is an organization of adventurers, scholars, and historians dedicated to uncovering the world’s mysteries. Led by the legendary Trevor Gansted, the League strives to preserve knowledge while preventing dangerous artifacts from falling into the wrong hands. Although their work often seems noble, many question whether the League’s reach extends too far, with some accusing them of hoarding ancient secrets for their own purposes. Despite this, they remain one of the few forces actively defending the world from the resurgence of ancient evils.  

The Northern Alliance

  The Northern Alliance is a coalition of kingdoms from the cold northern reaches, formed to defend against external threats and maintain order within their borders. While most see the Alliance as a protector of the realm, they are also known for their use of spies, mercenaries, and champions to quietly deal with political threats. The Alliance is a powerful force in Tavomia, with their influence extending into the far reaches of the world, often behind the scenes, ensuring that threats are eliminated before they become too dangerous.  

The Light Bringers

  The Light Bringers are a renowned knightly order, sworn to uphold the teachings of Lun’nir, god of light and justice. Known for their shining armor and unyielding resolve, these knights seek to eradicate evil wherever it hides. To the common folk, the Light Bringers are beacons of hope, protectors of the innocent, and paragons of virtue. Yet some whisper of their zealousness, with stories of innocents caught in the crossfire of their holy crusades. Regardless, their reputation as defenders of the weak is largely unchallenged across Tavomia.  

The Order of the Rose

  Chivalry, nobility, and honor—these are the virtues of the Order of the Rose. Often seen as the epitome of knighthood, the Rose Knights are admired for their bravery and integrity. They act with a quiet dignity, rarely resorting to unnecessary violence. The common folk see them as paragons of grace and strength, while other knights’ orders sometimes find their idealism frustrating. Still, their unwavering commitment to the tenets of knighthood make them one of the most respected factions in Tavomia.  

The Iron Ring

  Known as the organized thieves of Tavomia, the Iron Ring operates quietly, with each major city housing its own branch. These criminal guilds are led by a figure known as The Hand, and rumors suggest that all of these hands answer to a higher power. From smuggling, theft, and illicit trade, the Iron Ring has its hand in every type of illegal activity imaginable. To most commoners, they are an ever-present, if invisible, threat. They profit from chaos and control much of the underworld, always watching, waiting for their moment to strike.  

The Circle

  The Circle is a loose alliance of rural priests dedicated to Rashida and Ang, who work together to protect and guide the people of the wilderness. Most commonly found in Landria and on Crescent Island, the Circle is seen by rural communities as the guardians of the old ways, protectors of balance, and stewards of nature. Though they wield significant power in the rural regions, they remain humble in their approach, offering wisdom and healing where needed, and only intervening in the larger conflicts of the world when absolutely necessary.  

Navigating the Shadows

As you embark on your journey through Tavomia, be mindful that power often lies not in strength, but in knowledge and connections. The factions that shape this world are as complex as they are dangerous, and alliances can shift as easily as the wind. Tread carefully, for every organization has its own motivations, and what may seem like a friend today could become an enemy tomorrow. Stay alert, trust wisely, and remember—sometimes the best course is not to fight the storm but to sail skillfully through it. Your choices will not only shape your path but could determine the fate of Tavomia itself.

People of Note

These key figures have the power to directly influence your journey, for better or worse, shaping the path ahead.  
The Grey Fox
Trevor Gansted, the legendary Grey Fox, is a name whispered with both respect and awe. As the leader of the League of Explorers, his influence reaches every corner of Tavomia. Whether adventurers seek ancient knowledge, dangerous relics, or a powerful ally, crossing paths with Trevor means entering a world of intrigue, high-stakes adventure, and secrets older than the world itself. His missions often promise great rewards—but also great risks.  
The Hammer
Artemis Scott, known as The Hammer, is the stalwart ruler of Freeport, a city where many adventurers find their first step into the Isles. With his formidable strength and political connections, Artemis is a force to be reckoned with. Adventurers may find themselves navigating his carefully maintained peace, or perhaps aiding him in the defense of Freeport. His influence stretches beyond the city, and those who align themselves with him may gain powerful allies—or dangerous enemies.  
The Silent Blade
Harriet Kitcher, the Silent Blade, is not a figure you see coming, but one you feel only after the strike. As the League of Explorers' assassin, Harriet may cross the paths of adventurers who find themselves on sensitive missions or needing to remove dangerous enemies discreetly. Her presence signals that something serious is at hand, and those who can earn her trust may find themselves with a deadly ally at their side—but cross her, and there may be no second chances.  
The Tattooed Mage
Samir Nahas, the Tattooed Mage, is a charismatic desert-born warrior-wizard who adventurers might find either as a guide or a powerful foe. His knowledge of arcane magic and ancient mysteries makes him a valuable resource for those venturing into the unknown. If adventurers align with the League of Explorers, they may find Samir to be a reliable companion, his spells and scimitar cutting through both enemies and mysteries alike.  
The Hand
The Hand of the Iron Ring is never seen but always felt. Adventurers who operate in the underworld, or even those who seek rare goods, might find themselves under the watchful eyes of this shadowy leader. The Hand ensures stability in the criminal world, and adventurers dealing in contraband or intelligence may unknowingly be playing right into their hands. The Iron Ring can be a dangerous enemy, or an invaluable ally, depending on how well adventurers navigate its web of secrets.  
The Blood Queen
Calrile Shranzudu, the Blood Queen, is a name that haunts those who know of her. Adventurers may face her influence in the form of Khenari agents, dark magic, or even her direct intervention. To confront the Blood Queen is to challenge Dashiva’s will, and any who oppose her must be prepared for her ruthless methods. For those who seek power, she is a seductive yet perilous figure; for those who oppose her, a nightmare incarnate.  
The Silver Spider
Damaestra Lucia, the Silver Spider, weaves her web of intrigue across Tavomia. Adventurers might find themselves tangled in her plots without ever realizing it. Her agents are everywhere—posing as traders, diplomats, or even allies. Adventurers who wish to remain free of the Escali Empire’s influence will need to tread carefully, as Lucia’s eyes and ears are always watching, waiting to pull the strings when the time is right.  
The Mad Prophet
Maze, the Mad Prophet, is a figure of dark fascination and fear. Adventurers may encounter his twisted sermons, deranged followers, or the devastation he leaves in his wake. To face Maze is to face madness itself, as his cult grows stronger and more dangerous with each passing day. Adventurers seeking to stop the rise of Morgesh will inevitably cross paths with the Mad Prophet, and those who do must be prepared to confront both his cunning and his insanity.

Comments

Please Login in order to comment!