The Factions

The 22
-Comprised of groups of amnesiac adventurers, they are simply the 22.

The Jackals
-Born out of Boletaria, they are a contingent of thieves and rogues.
-Recognisable by their black leathers and porcelain masks.
-Symbol is the mouth of a jackal.
-Goal is to rule Muraska and line their pockets with gold.
-Numbers are low, but masterful, they are primarily in Boletaria.

-The Serpent of Dawnforge, they are bandits, highwaymen and murderers.
-Recognisable by their forest-green leathers, faces painted with skulls and love of money.
-Symbol is a head of a serpent
-Goal is to rob, pillage and murder.

-Several groups of sailors, pirates and merchants.
-They are comprised of; The Seasworn, Deepwaters, Slaveborn and Gold-Driven.
-Seasworn are the pirates, recognisable by heavy tattooing and cruel nature.
-Deepwaters are cultists of the Sea-Mother, Zamanthras. Recognisable by their gills and webbed hands and feet.
-Slaveborn are ex-slaves of Boletaria, recognisable by their shackles and chains that they wear as a mockery.
-Gold-Driven are the merchants, recognisable by their adornment of necklaces, gold teeth and jewellery.
-Goals differ, but they all respect the sea and the circle of life, loot and death.

The Venarium
-A Boletarian group of “Librarians” sorcerers devoted to understanding and protecting magic.
-Recognisable by their desert-worn leather gear, wide-brimmed hats and cruel eyes.
-Stationed in Muraska, Boletaria.
-Goal is to control magic and its offspring.

Arcanus Anonymae
-A group of secretive mages with a love of magic items and loot.
-Trade magic items via secret locations and stashes.
-Goal is unknown, but guessed to be just for the amusement of casters.

The Inquisition
-Founded and Funded by King Reynauld the Bastion.
-Recognisable by their tall, inhuman persons, white cloaks and masks.
-They are used all over Starsong for horrible devices and techniques.
-Goal is unknown, as they serve no god and answer to no-one.
-There is another regiment of the Inquisition called Order Xenos, a group of black-clad witchhunters and anti-magic users, led by Captain Victor Saltzpyre, they are devoted followers of Sigmar and are given away by their distinct tall-hats and images of the comet of Sigmar.

Pawn Guild
-A group of mercenaries for hire out of the Pawn Guild in Ral’Eldas, Dawnforge.
-Led by Mirai, each generation of Paladins of Talanas lead the Pawns.
-“No Life without Glory, no Death without Honour, no Friend without Friends, no Job too Dangerous. No Gods, no Kings, only Heroes.”
-Goal is to protect the weak and get rich while doing so.

-Mysterious servants of Ebrietas, they are devoted to dark magic.
-Recognisable by their skeleton-armour appearance.
-Goal is unknown, but cause massive damage to small communities and wanderers.
-Symbol is a black hand covered in dark tentacles.

-The owners of the schools of Music, they are bards by trade and nature.
-Symbol is a blue flag and a harp.
-Goal is to live for music, song and beauty and share their art.

The Alcove
-A group of alchemists, hard to contact, neutral in nature.
-Goal is unknown but may be to continue their work in peace.

-Strange merchants and explorers of planes of existence. Some say they travel through time too.
-Notable known members are; Rezifor, Domnhall of Zena and Old Man Davalog.
-Goal is unknown but due to their love of loot they may just do it for money.

Scions of Muraska
-Devoted to Peace, Freedom and fighting slavery.
-They despise the elite for their treatment of peasants and commoners.
-Goal is to damage the elite and abolish slavery.

-A group of mercenaries based out of Aerrune.
-They are the ones who nobles and kings hire for the dirtiest of work under the harshest circumstances.
-Famous for conquering unknown parts of Carthus and Aerrune.
-Recognisable by their medals and trophies of past kills.
-Goal is to fight whatever they can and get paid.

The Totem Crows
-A shadowy group of anti-government scions.
-Their methods, numbers, goals and stations are unknown.

The Golden Tongues
-A high-life group of diplomats, generals and high-ranking merchants.
-They trade gold for information, and vice-versa.
-Due to their stations most of them are anonymous, their goal is unknown.

The Hounds
-Defenders of Muraska, they are the sworn enemies of the Sainites, Karnerians and Jackals.
-Once led by Imone, the Houndmistress, now slain and leaving Muraska in tatters.
-Recognisable by their pale white steel armour.
-Goal is to rule Muraska.

The Vandelimon Merchant Trading Company
-Biggest enterprise of Starsong, born in Aerrune.
-Merchants are recognisable by their black and white pinstripe robes, and their black and white airships or merchant ships.
-Current owner is Einsfeld and his wife Duchess Turia.
-Goal is for the Vandelimon family to rule every corner of Starsong, evident from the amount of family members with their hands in pockets of rulers, traders and bishops.

Knights of the Holy Allfather
-A sect of holy cleric knights and paladins who folllow The Allfather.
-Recognisable by their plate armour, chained in tapestry and writings.
-Leader is Farnese Vandelimon.
-Goal is to follow the prophecies set by the Allfather

Druid Circles
-There are many druid groups scattered all over Starsong.
-They are;
Swamp Clan – Lives in the Jagged Swamp and Muckrun Marsh.
Forest Clan – Lives in Heide and The Dreamwalker’s Forest.
Mountain Clan – Lived in the east mountains of Dawnforge, now decimated, another remains in Oolacile.
Frost Clan – Lives in Geidnith and Caath.
Desert Clan – Lives in the Suntorn Waste.
Grassland – Lives in the Gransys Plains.
Underdark – Lives in Ungoliant and Absentia.
Coast – Lives in Paradiso and Temris.
Plague – Lives in the Heretic’s Gap and Carthus.
Chaos – Lives in Molvis.

Blue Falcons
-A small mercenary band based out of Boletaria.
-They abide by a strict code of combat and honour.
-Recognisable by their blue clothing, and glowing blue sword-blades.

-A group of monster-hunters, they are recognisable by their dark leathers, coats and distinct hats, they are often covered in blood.
-They are also infamous for use of deceit and trick-weapons.
-They own the School of the Wolf, School of the Lion and School of the Bear.

The Lost Sinners
-Less of a faction and more of a way of life, they come from the Shadow Fort in Carthus.
-They never leave Carthus, they only wait for traders to come to sell their loot and restock.
-They are mostly mad and cannot be trusted.
-Recognisable by their iron masks that hide their disfigured faces.
-Lead by Angel, the Original Sin.

Church of Salvation
-A world-wide cult that worships an unknown deity they refer to as “The Saviour.”
-Recognisable by their love of flames, hanging and public executions.
-Physically recognisable by their red and white robes.

Healers of Talanas/Talanites
-A group of clerics and paladins dedicated to healing and aiding the poor and downtrodden.
-Followers of Talanas wear blue and white cloth and armour.
-Often butt heads with the Knights of the Holy Allfather as they have seperate methods to their goals.

The Arisen

Men of Farron
-A group of blacksmiths, craftsmen and artists.
-Farron, the leader, has gone into hiding.

Springborne Soul Circus Family
-A group of bards, acrobats, strongmen and performers.
-Based out of Dawnforge but they travel to the civilised islands and continents.

Company of Champions
-Not very well known but they can state their heroic deeds in number.
-A group of “champions,” they seek to challenge themselves however they see fit.
-Recognisable by their blue-stone rings with the symbol of their guild, a star.

Knights of Heide
-Recognisable by their short stature, wearing wooden splint armour and wielding long faintly curved blades.
-Use a combination of magic and blades to defend their home of Oolacile.
-They are blinded by ancient magical technique, which hones their ability in combat to a fine point but they still suffer all the consequences of blindness.

Wanderers of the Way
-A group of messengers, traders and outcasts.
-They are followers of Khetashe.
-Recognisable by their sweeping longcoats and travelling garb.

-Followers of the Death-God of Time, Gevrauche
-They wear burlap outfits that cover every inch of skin, and carry lanterns
-They inhabit morgues and many churches to take care of the dead
-Goal is to make sure all the dead are cared for

The Clasp
-A thieves guild similar to the Jackals, but less in number and less remote.
-Professional face-stealers and masters of disguise, they have no known symbol or affiliation, but they are known to be in Dawnforge, Boletaria and Aerrune.

The Hand of Ranald
-A thieves guild, primarily smugglers and cragsmen, though a few assassins and mages are among them.
-They are proud of their guild, and do not hide in the shadows like Clasp and Jackals.
-Individual members are known as Fingers, and have special designations such as Yellowfinger, Ringfinger, etcera.

The Factions

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