
Factions of Etharis
“Wherever there is an ounce of power to be had, there is guaranteed to be a faction built around it.”
— Godwick Fulminster, Etharis Historian
The major factions of Etharis have been around long enough to overtly or covertly permeate through every stratum of society. They have a presence in every nation and have a hand in nearly every major event in the history of the continent. They move with speed, intelligence, and ruthlessness. Thus these factions have endured throughout the centuries.
Provided are the Factions Goals, Faction history available on request.
Cannon Leader Information available as well if you are considering inquiring about taking over a cannon.
Joining Factions like The Crimson Court, or Thaumaturge through character creations does make you a seated leader it makes you a affiliate, or loyalist.
Local Factions
Local Factions are your main factions present within our sim they likely have a physical base of operations or are a dominant presence.

Court Members: Open
Leader: The Grand Duke
Crimson Court
“I have slept since the world was young. Yet now that I’m awake, all I feel is hunger”
Headquarters: Nov Ostoya
Slake the Endless Thirst The citizenry of Ostoya justify their fear-soaked obedience to the Crimson Court by convincing themselves that the Court protects them from the undead that roam the nation and the Bürach Empire that covet their lands. While protection is a responsibility of the Court, the vampire nobles have far greater pursuits that operate on the scale of decades rather than years. Ultimately, confrontations with the undead and Bürach serve the greater goal of growing a nation solely devoted to the existence of vampires. The Court’s thirst for blood and hedonistic tendencies must be fueled by a subservient living populace. Those of low ambition are satisfied with the fear and power they command over their provincial subjects. Those of higher aspirations envision expanding the Darkfall’s boundaries and being worshiped as gods, if not ascending to godhood themselves. As such, vampire nobles are slow to bestow vampirism to even the most obedient mortal servants, as each new vampire represents a potential rival for power and blood. The unspoken truth among the Court is that a careful balance of vampires to mortals must be maintained, otherwise the vampire nation of Ostoya can no longer support itself. A main priority of the Court is the destruction of the Raevo insurgency, as it represents the one point of light in Ostoya that risks their cattle rebelling against them.

Leader: Open
Scarlet Watch
"Order in Crimson. Loyalty in Silence"
Headquarters: Nov Ostoya
The Scarlet Watch serves as the official city guard of Nov Ostoya, responsible for maintaining order, enforcing law, and protecting the interests of the Crimson Court. They operate with strict discipline and a reputation for efficiency, making them one of the most respected — and feared — forces within the city. Alongside the standard ranks, the Watch includes a small elite division whose members are rumored to possess unusual strength, speed, and resilience. Whispers claim these elites may be dhampirs or otherwise touched by the Court’s darker bloodlines, though no official confirmation has ever been given. Their presence reinforces the Watch’s authority making their rare appearances a omen to what would come. The Scarlet Watch functions as both a policing force and a stabilizing arm of the Court, ensuring that Nov Ostoya remains secure, orderly, and loyal.

Leader: Alaric Eldwood
Order of Dawn
“The scourge of undeath will disintegrate before the cleansing light of the dawn.”
Headquarters: Raevo
Cleanse the Undead Undeath is an insult to the living. The Order of Dawn exists to eradicate undeath in all its expressions, foremost the Crimson Court. Members of the Order of Dawn know better than most that just a speck of the undead curse is all that is needed for its evil to spread tenfold. As such, the Order of Dawn spares no quarter for those afflicted with undeath; never resting until every ghoul, zombie, specter, or vampire is utterly destroyed. Unlike monster hunter guilds who work for coin, the Order of Dawn is driven by higher ideals, believing themselves to be the searing eyes and burning sword of Solyma herself. The Order is no stranger to the dark. They are willing to take extreme measures if it means cleansing Ostoya of undead. However, those who embrace such measures are carefully observed for concern that those who relish destruction and lose sight of the light will one day succumb to the darkness. The Order understands and takes pride in the precarious position they hold. They demand unflinching loyalty and a fervent hatred for the undead. Every member remains ever vigilant and ready to battle the undead.
Gangs of Nov Ostoya
In Nov Ostoya, the vampires and their cohorts reign supreme. They make the laws and govern their subjects with a bare minimum of civility to ensure the population doesn’t die out. But though their rule affects the land and the people who work it, the vampires have little influence over the day-to-day activities of the residents of their city.
The Low Streets of Nov Ostoya host a violent gang war between two warring factions: the Crownbreakers and the Volitant. These two gangs govern the Low Streets in all but name, acting as mercenaries and thieves and demanding protection money from the businesses within the lower section of the city. To the population of the Low Streets, members of the gangs are a more immediate threat than the vampires that tax, govern, and occasionally feed on them.

Leader: Open
The Crownbreakers
"Their titles mean nothing to us."
Headquarters: Jolly Riser
The Crownbreakers are as close to an official antivampire group that exists within Nov Ostoya. They despise their vampire rulers, not because of their undead nature or their heinous acts, but simply because they are the aristocratic governing body within the region. If the Crownbreakers had their way, might and strength would rule instead of the soft platitudes employed at court. As a gang, they are ruthless. They work as mercenaries, bruisers, and assassins, and the common folk fear the appearance of a Crownbreaker because they know violence follows them. Their existence is tolerated by the vampiric rulers, since the gang’s reputation helps keep the populace in check and the vampires know they can crush the gang if they prove more trouble than they’re worth. Members of the Crownbreakers are easily recognized by their shaved and tattooed heads. The Crownbreakers keep their headquarters in the Jolly Riser tavern in Nov Ostoya.

Leader: Open
The Volitant
“We bow to ascend.”
Headquarters: Silver Shrike Tavern
Power hungry and willing to grovel and beg for it, the Volitant belief in the futility of fighting the vampiric masters of Nov Ostoya. They long to get into the blood-drinkers’ good graces, and will do anything to earn that favor. The Volitant frequently works closely with the nobles of Nov Ostoya, but just as frequently go behind their backs to paint themselves as noble heroes of Nov Ostoya and create situations that make it easier for them to curry favor. The Volitant are a gang of spies, thieves, and brokers of secrets. They value information, opportunities, and power over material goods. They are employed by the wealthy and powerful to either find blackmail or place evidence on a client’s competitor. For the Volitant, their most prosperous clients remain the vampires who rule the region and who buy secrets off the lips of Volitant agents. They are also the primary distributors of bliss, a drug that offers a psychedelic high of joy and happiness to those who take it. The gang maintains a grip on sections of the Low Streets by uncovering the secrets of the people in their district and forcing them to pay a fee to keep those secrets contained, and by controlling the supply of bliss. Volitant members don’t wear a standard uniform, but they have a fondness for bird paraphernalia, including jewelry and embroidery on their clothing. The Volitant operate out of the Silver Shrike tavern in Nov Ostoya.
Global Factions
Global Factions may not have physical space on sim due prim allotment limitations , but just like various regions of Etharis, it does not mean you cannot be a member of such a organization or lead it.
Many factions activities involve traveling after all, and there may be a local presence.

Local Contact: Open
The Augustine Trading Company
“Success in all ventures and circumstances.”
Headquarters: Morencia
The Augustine Trading Company focuses on expanding resources to maximize its profits. It pursues its goals by ruthlessly opening new markets, developing new technologies, and removing the competition. As a soulless organization, it has no moral direction but profit, and it has the resources to hide the lengths it will go to achieve its goals. Profit by Any Means The Company pursues profit by any means available. This includes opening trade in all major, and not-so-major, cities, or sending explorers to find new resources to exploit. The Company uses less savory methods as well. Using economic manipulation, the Company buys up essential industries to fix prices; sabotages rival businesses through bribery, blackmail, or “accidents;” and uses predatory high interest loans to seize assets when the borrower defaults. They have been known to trap whole towns or cities in generational debt, creating de facto serfdom. The Company militarizes commerce with programs like Project Warbreed, creating enhanced monstrous troops to be sold or rented. They hire adventurers to remove indigenous populations unwilling to cooperate and supernatural protectors of desired resources. The Company “redeems wayward souls,” capturing and trafficking magical beings and cursed individuals for research projects. Protect the Company The members of the Augustine Trading Company value the Company over any individual. Those who put the company first are rewarded, until they are no longer useful. People are disposable. Institutions endure. To protect the Company, it employs hordes of lawyers and bankers. It wears contracts like armor and wields its wealth like a bludgeon. It maintains dossiers on everyone who has ever worked with or crossed them, saving these secrets for the future leverage. Whistleblowers are permanently silenced, and problematic adventurers sent on “suicide missions.” Governments and churches are incentivized to aid the Company through bribes, favorable deals, and financial support. Laws are rewritten to criminalize competition or make it illegal to buy from them. Corrupt religious leaders issue holy edicts encouraging the faithful to buy from the Company. Those who refuse the Company’s gold can always be blackmailed or disappeared. Secure the Future The Augustine Trading Company strongly believes in education and growing talent. It funds colleges and granting scholarships to their Augustine Centers found throughout Etharis, training the next generation of innovators. Applicants are carefully screened for flexibility, prizing accomplishment over morality or dignity. The accepted are given lavish scholarships, contingent on service and success, creating indentured servants afraid to lose their position. Students and their instructors delve into all sorts of research that might become profitable: new spells to increase production, magizoology to develop new sources of magic or super soldiers, or even black powder and steam engines for weapons or locomotion.

Independent Members
NPC Council Leadership
The Thaumaturge
“We who shape magic, shape the world.”
Headquarters: A collectively-maintained extraplanar space
To say that the Thaumaturge’s goals are obscure is an understatement. To say that any such goals are entirely united is ludicrous. Different powers within the organization pursue their own objectives, often competing and occasionally conflicting with one another. Despite the difference, they generally fall into one of three categories. Power is Knowledge If nothing else, the Thaumaturge believe that understanding the cosmos is key to progress and survival. To this end, members of the Order are collectors and procurers. They seek out knowledge in the form of tomes, scrolls, and objects and places of power. They create arcane laboratories and experiments—sometimes on a grand scale. The Order also seeks people who can further their ends. Talented mages, those born to strange powers, and those in touch with greater beings are of most use and recruited, knowingly or not, into the ranks. Because each member of the Thaumaturge often serves their own interests, their pursuits and methods vary. At the same time, such individuality may hint at the seeker’s areas of interest or expertise. A Hand Upon the Cosmic Wheel If the order had a gilded hall, etched into its entry gate would be the saying, “When the hands of fate align, the hand guiding them remain unseen.” The Thaumaturge understand that whatever the grand schemes of the powerful are, the common people need to believe their lives are their own. In order to guide things, events must be allowed to proceed. The Thaumaturge believe in subtle and invisible manipulation. Their schemes and goals can span decades, centuries, and if one is to believe the transcendent nature of some of their members, millennia. One thing of paramount importance to understanding the Thaumaturge is they believe non-action can be as powerful as interference. Sometimes, the greatest influence is in letting things proceed just as they are. Every Life a Candle The Thaumaturge tend to hold that every life is its own flickering candle, precious but ultimately doomed to be snuffed. All lives can be meaningful, yet none matter more than the tapestry of the cosmos. The Thaumaturge’s methods and conspiracies can appear heartlessly cruel in their treatment of human life, but they often serve to avoid an even greater calamity. It is never clear in the moment if they are trying to save lives, sacrifice lives, or both. How many must die before the way forward is found? The trouble with planning on a cosmic scale is that common human lives don’t last long enough to see the result.

Regent: Open
Ebon Syndicate
“The night is our kingdom.”
Headquarters: Altenheim
The greatest constant is change, and the Ebon Syndicate’s goals are not only ever-changing but vary drastically by location and time. On any given day, the Syndicate could have spies undermining a government, assassins killing the government’s rival, and thieves stealing from both victims. If anything remains constant, it’s that at the highest level the Syndicate seeks money, power, and deniability. How these balance out in any specific time and place is the most tangled of webs. Everybody has a Price Coin is a great motivation for the Syndicate, but more so as a tool than it is for the other factions. While the Augustine Trading Company and the Free Swords may be primarily concerned with how much they can get, the Syndicate’s monetary motivations are much more practical: it’s about what—or who—coin can buy. The Syndicate has no political offices or aspirations, so what influence they have is influence they’ve bought with coin or leverage. While a petty thief goes into the life dreaming of riches, it is not long until that dream turns into the realization that what they really want is a way out, and the cost of that is often more than gold. Control from the Shadows The Syndicate’s lack of open political involvement should not be confused with a lack of influence. While most obvious in the political spectrum, the Syndicate’s preference to pull strings from the shadows is evident across all their dealings. Unless they’re sending a message, the Ebon Syndicate remains unseen. They don’t hesitate to use proxies, patsies, and mercenaries in tasks that require deniability. It’s not uncommon for a freelancer to not realize who their true employer is. The lack of a public presence lets the Syndicate freely operate in more illicit industries than their reputable competitors, such as the Augustine Company. While secrecy can be their greatest weapon, the Syndicate does not hesitate to play the boogieman when it suits their ends. The sheer size and scope of their operations is so great that it’s impossible for them to go unnoticed. An occasional display of their mark can act as much to cover their tracks as to reveal. We Are the Hand Upon the Scales The Ebon Syndicate ensures that no authority grows too large to threaten their operations. They expertly manipulate to keep allies in power and undermine enemies. It’s not uncommon for the Syndicate’s operations to receive public approval. When the Syndicate saves the kidnapped prince, assassinates a stalking vampire, or publicizes a Burgermeister’s corruption, there arethose who take them for heroes. In a way, the Syndicate’s lack of allegiance and willingness to take payment as a debt make them the most accessible force for righting a wrong. However, it pays to remember that just because the Syndicate’s goals aren’t visible doesn’t mean they aren’t being served. A hand that can easily right a wrong can also wrong a right.

Chapter Head: Open
The Company of Free Swords
“Blood and Honor, Strength in Steel.” Headquarters: Voros
The Company enables its swords to live grand, action-filled lives, and it does so by embracing its core goals. For the Highest Coin Nothing’s free. The mercenaries are well aware that their exciting lives are often destined to end in painful and inglorious deaths far from home. They’re equally aware that the mitigating factor to this is coin. Gold. Treasure. Payment. The Free Swords take their money seriously—nothing gets done without it, and woe be to any client that can’t pay up. However, coin does not trump loyalty or integrity—at least not for the Free Swords. The Company firmly believes that trustworthiness, and knowing that your ally won’t turn on you mid-battle, is worth a premium. Honor is good for business. With varied independent chapters, there have been instances of a unit not honoring a contract or switching sides. One of the most prominent of these took place during the Ostoyan civil war. A company of Free Swords was hired by Raevans to reinforce the Order of Dawn at a key skirmish. When the Somans brought out the Swords, several members refused to break their oath, resulting in a bloodbath that that saw the Free Swords slaughter each other. The battle caused philosophical debate to ripple across the organization, with members torn between the ideals of duty to their brothers versus the need to honor contracts. There are rumors (which the company tries to suppress) of a secret group who call themselves “The Red Swords,” who take the highest coin regardless of moral implications. Never Leave a Debt Unsettled The Free Swords will take payment one way or another. They consider it acceptable to pillage lands if they feel their work hasn’t been justly compensated. They’re not brigands, however, and will first pursue the lord who disrespected them rather than the land’s peasants. Life Well Fought; Life Well Lived In addition to the code he set in place, Darion Harkin’s own work ethic and disciplined approach to the mercenary life became an example to the rest of the company. When on the job, Free Swords were known to live free of excess, stay loyal, and focus on the work. Only once the job was done, their coin collected, and the company’s reputation upheld did they celebrate. And celebrate they did! Harkin encouraged a gregarious nature in his people, telling them to spend widely, and pay generously for things, not only out of fairness, but because success begets success. This mindset remains in place today. When people speak of the two faces of the Free Swords, they speak not of duplicity, but of the difference between the colorful, well-natured big spenders at the tavern and the stone-faced soldiers on the job.

Local Branch: Open
Morbus Doctore
“No knowledge should be feared, because knowledge is power.”
Headquarters: Lisech
Mend the Broken The Morbus Doctore are a sinister faction with questionable methods. Publicly, they claim they only seek to cure illness and injury, but they often appear more interested in experimentation and witnessing the effects of a disease. With so much death in their vicinity, accusations of evildoing are inevitable, and may be well founded. After all, discovery through experimentation is the basis of learning. In the search for knowledge, it is easy to lose sight of the humanoid cost of that knowledge. Uncovering a new cure cannot be accomplished without understanding the limits of a patient’s strength and the full dangers of diseases like the Weeping Pox. The Morbus Doctore want to understand the basis of health and life. Some join the faction after witnessing the ravages of the Weeping Pox with a genuine desire to help, while others seek knowledge at any cost. The faction’s leadership leans towards the latter group. A future of perfect health where no one gets sick, where life can be made endless, where anything biological can be repaired, modified, and controlled…this is the true goal of the Morbus Doctore, even if not all of its members know it.

NPC
Prismatic Circle
" Keep the Prismatic Wyrm slumbering, spare the world from its apocalyptic wrath"
Headquarters: Valika's Thrall Regions
Keep the Wyrm Slumbering The druids of the Prismatic Circle earnestly believe that only continued war and bloodshed can keep the world safe from the reawakening of Gormadraug, the Prismatic Wyrm that birthed the Primordials. Only through the cycles of raiding and ritual murder can the all-powerful primordial be appeased to keep slumbering beneath the earth. Failure to do so will rouse the Great Wyrm’s fury, which, if unleashed, would mean the end of the world.
Religious Orders
The Watchers of the Faithful and the Arcanist Inquisition have a special relationship. The Inquisition views the Watchers as clergy worthy of respect, but not capable of doing the direct, violent work the Arch Seraphs require. The Inquisition can rely on divine spellcasting support and a steady flow of reports from the Watchers.
In turn, the Watchers see the Inquisition as a blunt instrument that can be turned against enemies of the faith; even easier to manipulate than the common folk. By passing along reports of “heretics” from their missionaries in the field, the Watchers regularly induce the
Inquisition to eliminate those who stand in the Watcher’s way.
The two factions find their alliance is mutually beneficial, but rarely coordinate their actions; each trying to use the other when it suits their purposes.

Leader: Open
Watchers of the Faithful
“Those of great faith shall never perish, but will gain the keys to Paradise.”
Headquarters: Toletum
The Unifier asked the other High Priests of each Arch Seraph to come together and form a covenant that would become the Watchers of the Faithful. From among the High Priests of each Arch Seraph, they would elect the Divine Speaker who would be first among equals. The six different religious sects publicly agree to the three unifying principles of Sagrado Valieda’s Eternal Dogma, and internally, to a fourth goal that they see as the eventual outgrowth of their successful guiding hand. Revere the Arch Seraphs "Place your faith in the Arch Seraphs and they will hold you in their hands, protect you from harm, and raise you to the light." The Watchers of the Faithful are first and foremost, a religious organization. The constant trials the people of Etharis face can only be overcome through the grace of the Arch Seraphs. The most important facet of the Watchers’ holy mission is the conversion of as many people as possible to the faith of the Arch Seraphs. The faithful can then be protected and guided to a new golden age. Follow the Sacred Laws "Sin and corruption are tools of Arch Daemons and their heretics lead the faithful unto chaos." The Arch Seraphs have a plan, a plan that is whispered tothe High Priests of the Watchers of the Faithful. Each High Priest imparts the sacred laws as received from their Arch Seraph to the rest of the conclave and from there to all the faithful. These laws tend to be broad but unyielding; honor the priests, uplift the downtrodden, make war on the Arch Seraphs’ enemies, avenge heresies against the Arch Seraphs, suffer not the warlock to live, find purity in being of service, or eat not when thy neighbor is hungry. Destroy All that is Unholy "Suffer not the Unholy, for they hate the blessings of the Arch Seraphs and would cause you harm." While the Watchers of the Faithful disdain those who stray, they see the with hatred for true monsters. Their followers are commanded to hunt any creatures that challenge the power of the Arch Seraphs and the blessed order, such as aberrations, daemons, fey, primordials, or undead. Some sects interpret the command to hunt the unholy more liberally and include heretics, anyone whose form is being corrupted by a transformation, criminals, or even magical artifacts and books that the sect believes to be blasphemous. The Watchers of the Faithful scorn Arcane and Primal spellcasters, but they rarely hunt spellcasters unless their actions are otherwise profane. The faction’s purpose is broader than the Arcanist Inquisition. Information about such casters is passed on to the Inquisition if they are deemed a threat. Theocratic Supremacy "From the whispers of the Arch Seraphs to the High Priest’s words shall blossom a holy kingdom of the Light." While not shared publicly, the Watchers’ leadership has a fourth goal: the subjugation of the world’s governments through organized faith. By spreading faith in the Arch Seraphs, the Watchers of the Faithful hope to unify the common folk, and when that unified people rise up, they can and will force political change with new governments taking direction from the Divine Speaker and the High Priests.
"Arcane magic is a scourge on all of Etharis. No mortal can be trusted to practice it without becoming corrupted."
Headquarters: Castinellan Providences
Arcanist Inquisition
Leader: Open

Eradicate the Arcane Blight The Inquisition views any magic other than divine as a curse to be exterminated. Those who carry the curse are to be pitied and separated to minimize their damage and reduce their opportunity to endanger others or pass it on. Aside from locating and capturing those who practice or have access to non-divine magic, the Inquisition has long sought ways to strip such magic from those “cursed” with it. They have carried out many brutal experiments with this over the years, but have yet to discover a reliable method. Will of the Arch-Seraph The Inquisition sees its mission is to fulfill the will of the Arch Seraph Empyreus, and to live a life of moral purity and valor. While it is best known for their persecution of arcane magic, Inquisitors also fight monsters, provide healing, and cure curses. To those they find worthy and pure of faith, the Inquisition can be a protective shield against an increasingly dark world
Other Institutions
Players may form their own institutions, compliant with established lore.
To be officially added to the website (this section below) they have at least 4 active followers.
This can include things like secret societies, cult, and, Monster Hunter Guilds, while not actively listed that do Exist!
Though not limited to those three subjects. You can submit a ticket via Discord, to inquire about officially being added.
Where will you make your mark?

