The Amber Sun
The Amber Sun is a secretive organization focused on the recovery and study of magical artifacts. They possess vast knowledge of arcane lore and often operate in the shadows, pulling strings to achieve their goals. Their motivations are complex, ranging from the preservation of ancient knowledge to the pursuit of power.
The Sleep Syndicate
No one can say for sure where the dreamers are based, but they seem to be everywhere. They are not difficult to find, but attaining their services will cost you dearly. Dreamers hold the secret of dream travel, the ability to travel from place to place via the dreams of others. So secret is Dann travel, that it takes a group of three dreamers to transport one of their clients. Each knows only a third of the secret. Only one of the handful of grandmaster knows how to dream walk in it's entirety.
The Silverthroats
A shadowy criminal organization, the Gray Veil operates in the underbelly of society. Composed of skilled assassins, thieves, and manipulators, they control vast networks of informants and enforcers. Their primary goal is profit, but they also seek to expand their influence and control over entire cities and regions.
The Night Vigil
The Night Vigil is a religious order dedicated to the eradication of undead and other monstrous threats. Known for their unwavering faith and martial prowess, they are often seen as champions of the people. However, their zeal can sometimes lead to clashes with other factions, particularly those who believe in a more peaceful coexistence with supernatural creatures.
The Wayward Path
Once a strong faction spanning the length of the Sunfall Coast, now a shadow of what it one was, the Wayward Part is deeply connected to nature. They are a druidic order dedicated to preserving the natural order. They live in harmony with animals and spirits, and are often at odds with those who seek to exploit the land. Their numbers have been dwindling since their declaration of war on lycanthropy.
The Emberspine Trading Company
A behemoth of commerce, the trading company wields immense influence over economies and trade routes. Their caravans crisscross the land, and their ships cover the seas, bringing goods and information from distant corners. While primarily focused on profit, the Guild is also a stabilizing force, often mediating conflicts and providing essential services in times of crisis. However, their pursuit of wealth can lead to exploitation, corruption, and a disregard for the environment. The company is divided into powerful families each vying for supremacy.
The Cobalt College
Dedicated to the pursuit of knowledge, the Crimson College is a haven for scholars and wizards. Centered in Watcher’s Gate, but with campuses throughout the region, the College maintains a neutral stance in most conflicts, valuing intellectual curiosity above all else. Yet, their discoveries can be a double-edged sword, as powerful magic can be used for both creation and destruction. The College is often a target for those seeking to exploit their knowledge, and internal rivalries can also lead to dangerous power struggles.
The Emerald Hunters
A dragon and monster hunting guild based out of the Emerald Empire. Though they were once under the power of the Emerald Empire, now they are more of a for hire organization, willing to travel far and wide for glory and profit. Where they once protected the empire, taking great pride in the shield they raised over the common people, now they are more pragmatic, seeking coin just as much as a way to assist.