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Factions (in Setting)

A faction is a group of people who work together for a common goal, such as a gang, merchant guild, noble house, corporation, or nation. Factions may work together to form greater factions, and some factions such as countries may also be Locations.

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Alphabetical

Followers of Saint Molina, the dwarven patron saint of builders and sailors
Followers of Saint Theris, usually involved in monster hunting
Descendents of Pontifex Asa, control the Church of the Three Saints, very pious and take a military approach to faith.
Noble house with the largest fishing fleet in the city, also known to "borrow" goods from rival houses at sea.
Ecclesian House not directly involved with Duirt
Dwarven house which is primarily devoted to Saint Molina. Very skilled builders.
Said to be necromancers. Also involved in charity work.
Elven noble house with its own magic tradition. Have a strong hatred of the Silver Rain Republic.
House Ferency has some potent mages in the family, but is not doing well financially.
Cadet house of House Tenderfoot, founded by Floom Frost and Katrina Frost. Controls Frostville
Ecclesian House not directly involved with Duirt
South Voran noble house from the mainland, not directly involved with Duirt
Gnomish Ecclesian House not directly involved with Duirt
Pirating Merchant House from the Silver Rain Republic
Military oriented noble house which keeps an elite guard of mages to defend the city.
Noble house gaining wealth from the trade of livestock, though rumour says they keep a side venture in slave trade.
South Voran noble house from the mainland, not directly involved with Duirt
Halfling house descending from the man who originally conquered the Voran territories on Urt.
Scholarly noble house that controls the Great Library. Generally stays out of city politics.
Claim to be the original founders of Duirt. Pay lip service to the Church, but always fulfil their duties to the nation.
Family gaining wealth from trade in exotic goods from far off lands. Controls the Red House