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Factions & Societies

There are countless factions and societies in Avaleen that influence the course of society and its people. Listed here are a few of those you might encounter during a campaign, but certainly not all. As a GM you are welcome to create your own allies and adversaries in factions, guilds, ruling bodies, collectives, religious sects, and secret socities and so on.

This article contains an overview of the factions and societies of note that make Avaleen live, breathe, and work. If I have expanded the organization, there will be an article linked as well.

Arcanium Consortium

What began as independent researchers and archivists banding together to share their knowledge and discoveries, organizing expeditions and pooling resources during the Age of Arcanists, eventually evolved into the Arcanium Consortium, a continent-spanning coalition of universities, mage circles, artificer guilds, and independent scholars. Nowadays, the Consortium's reach extends beyond Oliria into Ala too.

The Arcanium Consortium remains one of the most influential arcane organizations in the world. Its strength lies in cooperation and shared restraint, but its lack of centralized enforcement leaves it vulnerable to internal fracture and external pressure. As tensions rise in the wake of the re-ignition of the Shadow Wars, the Consortium continues to act as a counterbalance by ensuring no one else gains absolute control.

Goals

The Consortium’s primary objective is to prevent the concentration of arcane power in the hands of any single individual or institution. It achieves this by fostering transparency, peer review, and shared ethical standards, though morality may differ among the members.

Rather than restricting knowledge outright, the Consortium emphasizes collective accountability. When a member’s research becomes dangerous or questionable, other members may impose sanctions, withdraw collaboration, or publicly censure the work. This system is imperfect, but it has prevented several large-scale disasters.

Relationships

Thal-Veryn provides legal protection and political independence to the Consortium but does not directly control it. In return, the Consortium contributes to the country's infrastructure, defense, and economic stability through applied magic and artificer innovation.

The Consortium is one of the primary rivals of the Cerrion Assembly. While both claim to protect the world from arcane dysfunction and catastrophe, their methods are fundamentally opposed. Their animosity is rarely open but constant. Both seek influence over discoveries, institutions, and emerging magical powers. Each views the other as a dangerous monopolist in waiting.

Figures of Interest

These are major members of the Arcanium Consortium that you can use as NPCs in your game. You can also take inspiration from these figures and create your own members for your story.

Chancellor Ilyra Vossain

Vaelari Elven Speaker of the Thal-Velyn Conclave

She is the primary public representative of the Consortium. Stoic and pragmatic, she acts as a mediator rather than a ruler.

Master Artificer Kaelen Druth

Human regional Chief of Operations

Oversees large-scale collaborative projects, particularly those involving civic infrastructure and defensive enchantments. A former brawler for hire who discovered his affinity during an expedition across the Bordon Mountains, which may or may not have been part of a plea deal.

Provost Sen Aurelion

Half-elf Head of Ethics

A half-elf honors graduate of the A'triyes Academy and the leading authority on arcane ethics. When they joined, they joined an oversight committee, becoming one of the architects of the Consortium’s newest shared research standards.

Aeos Reserve

The Aeos Reserve is a beacon of knowledge and influence in Avaleen, seated in the Kingdom of Couralis. Though officially neutral, its discoveries often send ripples across the world, influencing politics, conflicts, and even divine power. Artifacts unearthed by its scholars have sparked wars, while breakthroughs in magic have shifted the balance in longstanding rivalries. Despite its ideals, the Reserve is not without its detractors. Some accuse it of hoarding knowledge or meddling in matters best left untouched. Others suspect that its neutral stance is a façade masking secret agendas or alliances with powerful factions.

Bustling with activity at all hours, the Reserve’s corridors echo with the hum of incantations, the scratch of quills on parchment, and the animated debates of scholars. While discipline and focus are highly valued, collaboration and diverse thought are encouraged. At the Reserve's heart lies the Sanctum Gardens, an enchanted, ever-blooming space where students and researchers gather for reflection, discussion, or celebration.

Bound by the Oath, members pledge to seek truth without causing harm to Oliria or its inhabitants. This fosters a profound sense of responsibility, even as the pursuit of knowledge often leads into uncharted and perilous territory.

Situated atop the crystalline cliffs of Lytharion Ridge just outside Solathra, the Reserve overlooks the shimmering expanse of Celestine Lake, where the water reflects the sky in an ethereal display. Its architecture melds ancient craftsmanship with arcane innovation, featuring towering spires that pulse faintly with magical energy, celestial-engraved domes, and suspended pathways woven with enchantments. The Aeos Reserve stands as a symbol of Oliria's pursuit of understanding, a place where the mysteries of the world are unraveled—though not without risk of unforeseen consequences.

Goals

At its heart, the Reserve exists to preserve truth: ancient histories, arcane formulae, relics drawn from forgotten ages, and the dangerous liminal space where mortal magic brushes against the divine. The Oath shapes every debate and every experiment. Breakthroughs are celebrated, but only after long deliberation; many discoveries never leave the fortified vaults at all. Some knowledge, the Reserve believes, is safer unknown.

Yet preservation is only half the Reserve’s purpose. Aeos also advances magic and natural philosophy, seeking to understand the forces that govern the world before they are claimed by kings, cults, or gods. Equally, protecting the Reserve itself has become a goal, ensuring it can never be fully dismantled, conquered, or controlled.

Relationships

Founded under the charter of the Crown of Couralis and protected by royal decree, the Reserve is officially neutral in all worldly affairs. Few believe this neutrality to be simple. Thus the relationship between the Aeos Reserve and House Veyran of Couralis is one of mutual dependence wrapped in careful distance. The Crown grants the Reserve its autonomy, while Aeos advises the Houses on arcane threats and trains select royal mages. Though the kingdom is strongest, Aeos believes, when it does not know everything.

Beyond Couralis, the Reserve’s influence spreads through less formal channels. Lesser academies seek its approval and guidance, while rival institutions bristle at its dominance, accusing it of intellectual imperialism and clandestine manipulation. Some attempt espionage, others sabotage. Still others regard the Reserve as a blasphemy, a mortal hand reaching too far into sacred domains.

Despite these tensions, life within the Reserve remains vibrant. The Sanctum Gardens bloom eternally, a place where scholars set aside rivalry to debate, reflect, or celebrate beneath enchanted boughs. Students arrive with awe in their eyes and leave with the burden of understanding that knowledge is never free. Even the most idealistic among them, like the young initiate Rowan Acrest, begin to sense that truth here is not simply discovered; it is weighed, judged, and sometimes buried.

Figures of Interest

These are major members of the Aeos Reserve that you can use as NPCs in your game. You can also take inspiration from these figures and create your own members for your story.

High Curator Elmyra Vaelthorne

Half-elf

She serves as the Reserve’s public voice: a measured diplomat whose calm presence reassures monarchs even as she quietly withholds truths they are not prepared to wield.

Archivist-Primus Thalen Orryx

Dwarf

Guards the sealed vaults, a living ledger of histories and discoveries. It is said Orryx knows the names of celestials long erased from prayer, and the true causes of calamities officially attributed to chance.

Professor Seris Caldyr

Human

Caldyr's brilliance is matched only by her impatience. She often argues that hoarded knowledge is merely another form of tyranny. Her work has led to unprecedented magical innovation and more than one conflict ignited by powers released too soon.

Warden Lysara Keth

Dragonkin Elf

Enforcer of the Oath, Keth's agents watch both halls and horizons for signs of betrayal, corruption, or foreign interference. Even the most celebrated scholar is not beyond her scrutiny, and her eyes miss very little.

Cerrion Assembly

The Cerrion Assembly was established during the early days of the Age of Arcanists as a response to the unchecked proliferation of dangerous magical experiments across the world. When a calamity caused by a wayward spell meant to siphon power from the fabric of the universe instead tore through three districts of Solathra, causing the deaths of untold hundreds, the gathered rulers of Oliria considered the unthinkable: outlawing magic altogether.

Farin Voiland, a silver-haired Silvareni Elf by birth, and eight other mages intervened. They were not warlords or diplomats, but scholars, cartographers, artificers, alchemists, and justiciars who understood both the promise and peril of the arcane. They proposed an alternative: regulation. A guild that would protect the world from magic by ensuring that only those with the discipline, intellect, and restraint required could wield its most dangerous forms.

Thus, with royal sanction, the first Cerrion Assembly was formed.

Initially, the Assembly’s purpose was clear: to act as a governing body that could regulate the use of magic, prevent misuse, and keep arcane knowledge from falling into the wrong hands. They positioned themselves as the ultimate authority over magical research, enforcing strict codes of conduct and laws regarding the use of arcane powers. However, Zion's rapid advancements attracted dangerous ambitions, both internal and external.

In the wake of Zion’s fall, the Cerrion Assembly’s role evolved. While they were once seen as a necessary and trustworthy force for protecting the world from rogue magic, their growing power led to increasing corruption. They began to hoard magical knowledge, keeping powerful artifacts and arcane secrets for themselves. They manipulated politics, quietly pushing the boundaries of their authority to ensure their dominance. Their leaders, once revered as scholars, now saw themselves as the true arbiters of Avaleen’s magical future.

Goals

"Let this be known from this day on: We will preserve the balance of the arcane. Shield Avaleen from ruinous ambition and guide the use of magic with wisdom, order and restraint. Let no mage practice without conscience, no knowledge sought without purpose, and no power helt without responsibility."

— -- Excerpt from the Founding Charter of the Cerrion Assembly (year 233 of the Age of Arcanists)

The Cerrion Assembly exists to keep magic from destroying the world again.

Founded to curb reckless arcane ambition, the Assembly claims the authority to decide who may wield magic, how it may be practiced, and which knowledge must remain sealed. Its archmages believe that unregulated spellcraft inevitably leads to catastrophe, and so they enforce strict laws over magical research, experimentation, and the use of artifacts. They claim exclusive rights to every discovered artifact from the Age of Celestials, as well as first rights to all research relating to more contemporary discoveries across the world.

By controlling access to magic, it shapes political outcomes, elevating compliant nations and isolating those who defy its authority. Though it speaks of balance and restraint, the Assembly has learned to wield scarcity as a tool of governance.

Above all, the Cerrion Assembly seeks to endure. Its leaders believe that if their authority falters, magic will once again spiral. Whether this conviction makes them guardians or tyrants is a matter of perspective, but in their own eyes, the world remains safest when its most dangerous power answers to them alone.

Relationships

The Cerrion Assembly and the Arcanium Consortium often find themselves at odds. They have not outwardly shown their antagonistic relationship, but it is an ill-kept secret. Both sides have done what they can to keep the other in check, preventing each other from becoming too powerful and too monopolistic. It does happen that they work together toward a common goal, maintaining a frustrated working relationship, both in public and behind the scenes.

At the height of their power, the Assembly were involved in nearly all aspects of governance in both Zion and Couralis. This included involvement in foreign relations, leading charges into the domains of (perceived) evil, supervising the Halls of Volima and the Aeos Reserve, until they lost the latter near the end of the Age.

But despite concerns about their power and rather unchecked influence, the Cerrion Assembly have done a lot of good. Promoting learning in middle to lower classes in Solathra and the rest of Couralis, prevented catastrophes relating to arcane artifacts and accidents, predicted major leyline events and brokered peace between the warring nations of Couralis and Dashia.

Figures of Interest

These are major members of the Cerrion Assembly that you can use as NPCs in your game. You can also take inspiration from these figures and create your own members for your story. The Cerrion Guild is led by ten archmages, who hold their positions until their deaths or unanimous exclusion from their ranks. Directly under the archmages are deputies, annexes, and assistants.

High Arbiter Malrec Voss

Malrec Viss remains the most visible, serving as the Assembly’s voice to courts and councils. Measured and persuasive and a big fan of Farin Voiland, Voss speaks often of balance and safety, yet it is widely understood that he believes control, not consensus, is the only means by which magic can be kept from destroying the world again.

Archivist Eron Kael

Keeper of the sealed vaults, archivist Kael rarely leaves the inner sanctums of the Assembly and has an infamously bad temper and reputation among those lured into his fold. Kael alone oversees the most dangerous remnants of Zion and the Age of Celestials.

Magister-Lector Voiron Tal

A survivor of Zion’s final days, Tal advocates relentless centralization of arcane power. To him, the Assembly’s past restraint was weakness, and its future lies in absolute oversight.

Justicar Selene Marr

When it comes to enforcement, none is as ruthless or brutally cruel as the dark hand of Selene Marr. Feared by most of her peers, she nonetheless remains untouchable. A dozen known failed assassination attempts have been made on her life, yet her enemies are the only ones vanishing.

Other archmages govern less visible domains, but all are bound by shared complicity rather than trust. Their meetings are cordial, their agreements precise, and their betrayals quiet. The Cerrion Assembly endures not because its leaders are united, but because none of them can afford to let it fall. Each believes the others are dangerous, each believes themselves necessary, and together they maintain a fragile equilibrium. For now.

Related article:

Cerrion Assembly
Organization | Dec 15, 2025

Aegis Council

The Aegis Council rules the Akati Empire consists of the Archmages of Imporium, the Voice of Ayursha, and the General of the Imperial Forces. Their chamber on the top of the Aegis Citadel is veiled with a wall of silence that also carries traces of other schools of magic. No one can enter here who is not their honest self. It serves as the central ruling body of the Akati Empire, a collective of influential representatives of the five akati tribes who guide its policies, resolve disputes, and oversee its sprawling territories.

The Council is meant to ensure a balance of power and provide a forum where competing interests are addressed collaboratively. Council members are appointed to represent their tribes or institutions, each wielding substantial authority and autonomy within their domains. Decisions are made through a voting system, with each member casting one vote on matters brought before the Council. 

However, the structure of the Council often leads to stalemates, especially since the inclusion of Arik Ondana in 1130 CE, the young artificer who joined as the second representative of Triyes, creating an even number of members. To mitigate deadlocks, Regent Misha Eldter, as the nominal head of the Council, holds the right to sway votes in the event of a tie. This power is both a practical solution and a contentious point, as it places significant authority in the hands of the Regent. While the Regent’s role is intended to act as a neutral arbiter, critics argue that it can be wielded to favor specific agendas.

Other articles on this subject:

Regent of the Akati Empire
Rank/Title | Dec 15, 2025

After the invasion in 1138 CE

In the wake of invasion and internal fracture, the Council has withdrawn from much of the Empire, consolidating its remaining strength within the emerging mountain fortress of A’triyes and a network of hidden outposts throughout the Haweyne range. Once a symbol of imperial confidence and education, A’triyes now stands as part sanctuary, part war-citadel where Akati leadership struggles to preserve their people, knowledge, and sovereignty amid encroaching threats.

The Aegis Council remains the highest governing authority of the Akati, though its power is diminished and strained by war. With the Regent, Vice Regent, and Elder of Agartha missing or presumed dead, young Ondana, General Mijinn, and surviving Guild leaders have stepped up to solve resource scarcity, military strategy and refugee resettlement. Whether they can sendure the war or crumble under its weight reman to be seen.

Goals

The Council meets regularly in the Aegis Citadel, in a circular chamber designed to encourage equal discourse. Here, debates are often heated. Matters of imperial importance, from military campaigns to trade agreements, are dissected and deliberated upon, often over weeks of negotiations.

Despite its collaborative ethos, the Council is far from unified. Personal rivalries and ideological divides often complicate proceedings. Yet, this dynamic system of checks and balances remains the backbone of the Empire’s governance, ensuring that no single faction wields unchecked power within Agartha Nova.

Relationships

The Empire stands because of Couralis who granted the lands beyond the western mountains in trade to take charge of Moraveil as well. Despite this, relations between House Veyran and the Aegis Council remain uneven. Both cultures prize innovation and advancement, but this shared value often becomes a point of friction, especially after the Empire warded its borders.

Dashian elemental mastery is widely admired in the Empire, particularly for its refinement and cultural depth. However, the nomadic dashian clans remain wary of Agartha Nova’s expanding reach, viewing its growing power as a potential threat to their autonomy and way of life. The Barthen Islands maintain a far warmer relationship with the Akati. Longstanding trade routes connect the two, with Barthen traders supplying rare coral, materials, and deep-sea artifacts in exchange for Akati technology and crafted goods. This exchange has fostered mutual dependence and relative stability.

Relations with Varu are more complex. Once colonized and controlled by the Akati and Illevan alike, the islands gained independence after a brutal five-year conflict that reshaped the region. Though Varu now stands as a sovereign nation, memories of occupation remain fresh. The Akati approach Varu carefully, recognizing both its hard-won independence and the lingering resentment born of its past.

Figures of Interest

Misha Eldter
Character | Mar 14, 2025

Misha Eldter, Regent of the Akati Empire

High Elf Archmage Misha Eldter serves as the bombastic Regent who looks the part of a dignified leader and Head of Domestic Affairs. He is the first of Ignis blood to hold this office in a very long time, the previous being of Aadam who unfortunately succumbed to injuries received during one of the final battles before the Accords.

Seora Atal
Character | Dec 14, 2024

Head Jira of A'triyes Academy

Archmage Seora Atal is the Master of Education, Master of Arcana, Headmistress of A'triyes Academy and Jira of the Caelestis College. Claiming pure Triyes Elven line, her appearance is distinctly mixed with fey. Seora is cold and cunning, always scheming to manipulate those around her, staying 10 steps ahead of her competition and her adversaries.

Elmira Delid
Character | Mar 26, 2025

Elder of Agartha, Voice of Ayursha

Elder Elmira Delid is the Voice of Ayursha and leader of the Guardians and realmwalkers. She is a high elf aasimar from old Agartha. Her past is shrouded in mystery and speculation, and she spent 80 years undercover spying on the Illevan Insurrection in the Sangora mountains.


 

General Maesia Mijinn of Mora Akati is the Master of Defense, First Warden of Agartha Nova, Commandant of the Mora Monks and Supreme General of the Imperial Forces among other positions held during her lifetime. She is strong, stoic and fierce and the one who fought the Hollow Legion but failed to stop them sundering the realms, a burden she carries beneath a stone mask.


 

Architect Arcane Arik Ondana is the youngest member of the Council and second representative of Triyes. He serves as the Master of Development and Head of the Artificer’s Guild. While he had aspirations to become a realmwalker, his parents pushed him into engineering and artificing at the A'triyes Academy.


 

Archmage Wanda Heiwynn of Roya is the Head of Foreign Affairs and Cultivator of the Sacred Gardens. An Inner Varu native, she studied the seas and runic magic before heading east to study the Orbs that keep the Empire safe. A no-nonsense woman she quickly became a favorite among her peers.


 

Archseer Vista of the mysterious Aadam Akati is the Master of Theology, Keeper of Scrolls and Voice of the Souls. He is fully blind but sees all. The youngest oracle to ascend and is considered the first true seer in five generations. A mysterious and secretive man who often speaks in riddles.

There are other persons who are closely affiliated with the Council, such as the Head of Intelligence (currently Ulric) and the Master of Commerce Noxi who is the Guildmaster of the Starfire Consortium, Dragon of Agartha Nova.

Dusk Order

The Dusk Order is a religious order guided by the favor of Ithe , the Duskmaiden which was founded in the wake of the Second Sundering. Publicly ,they are dedicated caretakers, running famous archives worldwide - the first and largest being in Lossorach on the continent of Khorun. They are support workers and grief counselors known for their wisdom and gentleness, guiding those in need through the transition between life and death. Members of the Dusk Order often see the worst moments of a person's life and are there to witness the last. Despite this heavy burden, they see themselves as vessels, and for them, the burden is light to carry.

With this said, many members of the Dusk Order do not consider themselves zealous worshippers of Ithe, but do pay homage to her in many ways. Less publicly, they are a covert order of highly trained mages and monks who have made a sacred vow to eradicate the perverted practices of necromancy and undeath. They are ruthless in their hunt, fatally effective, and never tire. There is no grey area for them when it comes to undead. If someone shows even the faintest hint of undead taint, they have to be disposed of in a way that will forever prevent reincarnation, rebirth, or revival.

Goals

The foremost goal is to preserve the sanctity of the boundary between life and death. They believe this boundary is immutable, and that any attempt to subvert it, be it through necromancy, undeath, or resurrection, is a violation of cosmic balance. Their true mission is absolute: Eradicate all forms of necromancy and undeath, without exception. Seekers and Hunters identify, track, and eliminate individuals, cults, or entities tainted by undead influence. To the Dusk Order, there is no moral ambiguity. Even accidental or coerced taint is considered unacceptable, and mercy is shown only to the living.

Relationships

Their vast network has members in every major town and port in Avaleen. Members operate openly as caretakers, archivists, and counselors in temples, while others act as covert operatives trained in magic, martial discipline, stealth, and deception. Something that has led to conflicts with the governing bodies, while many missions are also subsidized by those same agencies.

Their archives - most notably the Great Archive of Faircairn in Khorun - serve both as centers of learning and intelligence hubs. Information gathered through care work, port records, and scholarly exchange feeds directly into their hidden operations. Most rulers tolerate or quietly support the Dusk Order due to its public role and effectiveness. Few are aware of the Order’s full authority or methods. Relations with arcane institutions are strained.

While the Order cooperates against necromantic threats, it maintains deep suspicion of the arcane that experiment near the boundaries of life and death.

Figures of Interest

These are major members of the Dusk Order that you can use as NPCs in your game. You can also take inspiration from these figures and create your own members for your story.

Leadership is deliberately obscured. Cells and temples operate semi-independently, and knowledge of the Order’s full structure is tightly controlled.

Sister-Archivist Maelin Vey

Human Grave Cleric

She is the keeper of the Faircairn Archive, publicly known as a calm and compassionate scholar. Privately, she is believed to coordinate intelligence flow between Dusk Order cells across Khorun and beyond.

Hunter Alaetha Clay

Halfling Grave Cleric/Monk, Way of the Dusk Order

Born in Ashgrove, Ali made a name for herself when she turned from her path to become a Veiled Shepherd during a harrowing battle with a necromancer. Now a decorated Hunter, she walks the twilight as a quiet but unyielding guardian of the dead’s final rest.

Other articles on the subject:

The Dusk Order
Organization | Dec 15, 2025
Monk - Way of the Mora, Way of the Dusk Order
Generic article | Dec 10, 2024

Illevan Court

The Illevan Court stands as a fragmented but deeply influential remnant of the once-mighty Illevan civilization, now a shadow of its former glory. Rooted in the legacy of the City of Stars, Japhaia, the Court carries the weight of its people’s history, ambition, and tragic downfall. Though scattered across Avaleen and beyond, the Court persists as a loose confederation of Illevan leaders, nobles, and scholars, each vying for power and influence in a bid to restore their race to prominence. At the Court’s heart lies a burning ambition to reclaim lost glory.

Its leaders still see themselves as heirs to greatness, though their methods diverge sharply. Some seek alliances with Avaleen’s powers, wielding knowledge and invention as tools of diplomacy. Others follow a more violent path, epitomized by the young dissidents of the Sangoran mountains, led by their charismatic general. This general’s rallying cry echoes across the Court, stirring unrest and challenging the fragile peace of the Accords that once promised stability for the Illevan remnants.

With the royal heir of Illeva missing, it is only a matter of time before the Court must take a stance.

After the Invasion in 1138 CE

After the Insurrection’s invasion of Agartha Nova, the Illevan Court was forced out of ambiguity and into crisis, destabilizing an already precarious position. The war shattered the political landscape the Court had relied upon, trade routes collapsed, neutral territories became battlefields, and long-maintained backchannels with the Akati were severed overnight. What had once been a fragmented but functional confederation now became openly divided along ideological and strategic lines.

One faction argued the invasion vindicated long-held Illevan grievances and pushed for exploitation, seeing the war as an opportunity to reclaim influence and territory lost since the fall of Japhaia. Another faction viewed the Insurrection as destabilizing extremists whose actions threatened to erase any chance of Illevan restoration through diplomacy and controlled rebuilding. These divisions hardened, turning quiet rivalries into open political warfare within the Court.

Accusations emerged that Illevan agents were supplying intelligence, relics, or mercenaries to multiple sides in the global and local conflicts ignited by the invasion. Whether true or not, this perception damaged what little trust remained between the Court and foreign governments. Most significantly, the war reignited the unresolved question of leadership. With the Accords broken and no clear future for the region, the absence of the Illevan royal heir transformed from a political inconvenience into an existential threat.

Goals

At its core, the Illevan Court seeks restoration, though what that restoration should look like is fiercely contested even among their own ranks. Whether through political recognition, cultural revival, or gaining new territories outwith the Wastelands, its leaders wish to reassert the glory of the Illevan people. Some advocate diplomacy, trade, and innovation as a means of gradual resurgence; others believe only force and defiance can reclaim what was stolen from them.

This unresolved tension keeps the Court intact, but fragile. With the royal heir missing, the Court cannot fully commit to any singular path. This uncertainty fuels ambition, conspiracy, and ideological conflict where each faction position itself for the day the heir returns or is declared lost forever. This lack of a true ruler is not considered a failure, but a defining wound.

Relationships

In 1143 CE, pretense of restraint has collapsed following the Insurrection's invasion of Agartha Nova, shattering the Accords, and with them the fragile peace between the Illevan Court and the Akati. Long-simmering resentment has now become open conflict, with many within the Court viewing the war as a grim vindication of their grievances. While the Court lacks unity in strategy, few Illevan mourn the end of diplomacy, and even fewer believe reconciliation is possible.

The Court has still not declared a unified stance on the Insurrection, despite the war it has ignited. Some Illevan factions see the invasion as a reckless betrayal that threatens what little stability remains, while others quietly hope the chaos will weaken the Akati enough to allow Illevan resurgence.

Figures of Interest

These are major members of the Illevan Court that you can use as NPCs in your game. You can also take inspiration from these figures and create your own members for your story.

Sereth Val'Thryn, Court Archivist Diplomat of the Accords

Drow Illevan, Politician

A senior figure within the Court, Sereth serves mainly as the record keeper. His diplomatic manipulations and tactics made him indispensible during the era of the Accrods, and no less dangerous now. He believes survival lie not in open war but in endurance, manipulation, and time. That belief earned him enemies among Illevan hardliners and grudging respect from foreign powers, including the Akati.

Arbiter Kalir Duskborne, Master of Warfare

Half-Elf Illevan, Barbarian/Fighter

Born in the twilight of Japhaia’s glory, Kalir grew up amid the ruins of Illevan civilization, witnessing both the collapse of his people’s empire and the political infighting that followed. Over decades, he forged a reputation as a decisive and unflinching strategist, commanding the Court’s military forces and overseeing its campaigns with an iron hand.

Engineer-Supreme Valera Solvane, Master Architect

Drow-Human Illevan, Artificer, Innovator

A brilliant but enigmatic figure within the Illevan Court, celebrated as one of the few living Engineer-Supremes. She helped design and implement portions of the Portal system, the engineering marvel that allows near-instant travel across Avaleen, and her innovations once brought unparalleled prestige to Illeva. Yet, she also carries the burden of the Sundering, leaving her both revered and feared among her peers.

Mithril Conclave

The Mithril Conclave is for most people synonymous with smuggling. Thriving on the illicit trade of Gio’s most coveted resource and actively undermining other trade routes with a variety of goods. Whether it’s raw mithril ore, enchanted contraband, or forbidden arcane relics, the Mithril Conclave ensures it reaches its buyers - no questions asked. That goes for people too.

The Conclave is ruled by the Unseen Circle, a cabal of enigmatic leaders whose names and faces are known only to each other. Even within their circles, the members interact through coded messages and proxies, preserving their anonymity through layers of deception. Reporting directly to them are the Silkmasters, seasoned operatives who oversee smuggling routes and underground markets. Their business is protected by the Hands who act as enforcers. Skilled in combat and adept at covering their tracks, they escort smuggling caravans, protect secret caches, and deal with those who pose a threat. The Conclave's intelligence arm is run by the Hollow Ones who gather information from every corner of Gio and Avaleen.

Goals

The Conclave seeks to dominate access to Gio’s most valuable resources by any means necessary, maintaining a monopoly-like influence while actively undermining rival trade networks, such as the Veinstone Guild.

Relationships

The Mithril Conclave casts a long shadow over Gio’s economy and society. For the miners, it offers both opportunity and peril. Smuggling mithril under the Conclave’s protection can mean the difference between starvation and survival. Yet, failure to deliver on promises, or worse, betrayal, carries a heavy price. For the merchants and traders, the Conclave represents a necessary evil. Its network ensures that mithril and other goods flow, even to buyers deemed too risky or unsavory for legitimate channels.

Entire industries on Avaleen are propped up by smuggled mithril, making the Conclave’s continued operation vital to Avaleen’s economies - no matter how distasteful its methods.

Despite its dark reputation, the Conclave invests in the communities it exploits, funding festivals, repairing infrastructure, and ensuring that its workers are better paid than their legitimate counterparts. This calculated generosity fosters a begrudging loyalty among Gio’s populace, even as the Conclave’s grip tightens around their lives.

Figures of Interest

These are major members of the Mithril Conclave that you can use as NPCs in your game. You can also take inspiration from these figures and create your own members for your story.

Sil "The Veil" Nyx, Unseen Circle member

Half-orc, Rogue Mastermind

An expert in deception and infiltration, Nyx frequently orchestrates operations from the shadows, never appearing in person. Their network of spies and proxies executes her orders flawlessly, leaving rivals unaware of her presence until it's too late.

Thoren Drax, Silkmaster

Human Battle Master

Thoren commands the movement of goods across Gio and down to Lossorach, using tactical precision to protect convoys or sabotage when necessary. A skilled battle master, he's known to quell even the most stubborn of threats along the supply routes.

Aelis Duskbane, Leader of the Hollow Ones

Archfey Tiefling, spy

Calculating, inscrutable, and eerily charismatic. Aelis delights in the dance of deception and often toys with rivals before striking. They are utterly loyal to the Conclave’s goals, viewing morality and legality as secondary to survival and dominance.

Articles with further information:

The Mithril Conclave
Organization | Dec 15, 2025

Omored Court

Following its hard-won independence, Varu set about establishing itself as a sovereign maritime power. The Omored Court worked to consolidate control over the islands, balancing the interests of its diverse population, from merchants and pirates to fisherfolk and artisans. To maintain peace and prosperity, the court instituted strict laws that allowed for the chaotic freedom Varu had always known while preventing outright anarchy.

Established after the Concord of Free Waters, a legendary summit of pirate lords and trade magnates who realized that shared governance offered more profit and stability than endless conflict. The Court functions as a fluid oligarchy. Membership is neither hereditary nor permanent; it is earned and maintained through influence, wealth, and a demonstration of power.

Varu has become a melting pot of cultures, where the world’s outcasts, adventurers, and dreamers converge. Its bazaars are legendary, offering everything from exotic spices to ancient artifacts. Thus, the Omored Court is a testament to the resilience and ingenuity of those who call the open sea their home. While the Court’s members may squabble and scheme, they share a common understanding: Varu’s freedom is their freedom, and its prosperity is their lifeblood.

Despite — or perhaps because of — its chaotic origins, the Omored Court has fostered a fiercely independent society. Varu is both a sanctuary and a proving ground for those who live by the sea’s unpredictable tides.

Goals

What Omored stands for is what Varu fosters. It is true neutrality: taking no side in any conflict. The islands impose minimal tariffs, though profits are taxed to fund the Court and Varu's defenses. Free trade remains a pillar of Omored law and smuggling, gambling, and rare goods are tolerated if they enrich the islands and reinforce loyalty to the Court. Above all else the Omored Court upholds the Salted Law, which is a loose maritime code that forbids slavery and piracy against ships flying Varuvian colors.

Relationships

The island's taverns echo with tales of the high seas, and its ports teem with vessels from every corner of the world. Varu is a critical midway point between Khorun’s and Oliria's mainlands and the wider sea routes. Lossorach respects Varu’s independence when it serves trade interests but occasionally pressures the Court diplomatically to align on military or political matters. Varu leverages this dependence to extract concessions and maintain freedom of action.

Similarly, the nations of Oliria view Varu as a vital waypoint and a source of exotic goods and intelligence. Varu is renowned as a haven for pirates, privateers, and adventurers.

The islands' taverns and gambling halls draw travelers from across Avaleen, providing opportunities for intelligence gathering, trade, and clandestine alliances. The Court tolerates these elements as long as they respect the Salted Law and do not threaten Varu’s independence.

Figures of Interest

hese are major known members of the Omored Court that you can use as NPCs in your game. You can also take inspiration from these figures and create your own members for your story.

Captain Ryssa, Corsairs Delegate

Human, swashbuckler

Ryssa is a daring sea captain and tactician, known for her flamboyant swordplay and sharp wit. She embodies the spirit of the Corsair Delegates, balancing diplomacy with intimidation to keep Varu free from foreign domination.

Captain Tam Winmore, Smuggler

Human, buccaneer extraordinaire

Easy-going pirate captain and smuggler by trade. Tam is not what you would expect, yet more efficient than you could ever suspect. He loves danger and risks and somehow always lands on his feet. He is the proud owner of The Scarlet Sphynx, a waverunner with solar threaded sails and a crew of misfits to match.

Tam Winmore
Character | Jun 28, 2024

The Omored King

The Figurehead of Varu

Designed to inspire loyalty, maintain morale, the King acts as a human or non-human emblem of Varu’s independence to both locals and foreign powers. Kings are often celebrated sailors, adventurers, or influential merchants whose lives are already filled with travel, intrigue, or personal ventures. Their elusiveness protects them from factional interference, foreign coercion, and assassination attempts; it also ensures that no one can use the ceremonial king to consolidate real power over the Court or the islands.

Related articles:

Omored Court
Organization | Dec 15, 2025

Onyx Council

The Onyx Council is a collective of twelve powerful figures who wield absolute authority. Formed through the Obsidian Compact, the Council binds multiple nations of Khorun into a shared structure of authority, enforced through coercion and mutual dependence.

While each member state retains sovereignty, true power flows through the Lossorach and the Umbra King, whose authority is recognized, if not willingly accepted, across much of Khorun. Corruption within the Council is not a flaw but an inevitability; ambition is rewarded, secrecy is currency, and betrayal is an accepted method of advancement. They rule with an iron hand from the Obsidian Citadel in Pelveron, weaving dark sorcery, brutal pragmatism, and ambition to dominate both earth and sky.

A goal that came true when they colonized Gio during the Age of Arcanists. Once believed to be uninhabitable, the moon's craters now host several mining colonies. The Council ensures Gio's compliance, extracting the moon's treasures at any cost.

Goals

The Onyx Council seeks to secure and expand Lossorach’s and Khorun's dominance through absolute power. Its foremost goal is the preservation of an unchallenged empire, where any dissent is extinguished before it can take root. To this end, the Council seeks to prevent large-scale war between its states by ensuring that no single power can rise outside the Council's control. Peace is maintained not through trust, but through surveillance, enforced imbalance, and the threat of overwhelming retaliation. Ethical restraint is dismissed as weakness; corruption is accepted as the natural cost of greatness. Especially when the very fabric of the world is unravelling, rifts opening up in random locations. Stability is valued only because it preserves power.

The Council is equally committed to economic and territorial extraction. Colonies such as Gio, along with subjugated borderlands and resource-rich regions, are exploited to fuel the Compact’s military, arcane, and infrastructural ambitions. Member nations are bound by tribute quotas and trade obligations that ensure dependence while preventing economic autonomy.

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Red Division

This is the name of the special forces unity of the military organization called the Sangoran Syndicate, but they are so much more than that. They have become a symbol of the harsh, unyielding nature of Sangora itself. Their reputation is built on fear, brutality, and a fanatical commitment to enforcing the will of their Syndicate. Once tasked with espionage and covert operations, they now operate mainly as enforcers, assassins, and shock troops. Their presence alone is usually enough to bring most dissenters into line. They are recognized by their cruel efficiency and crimson uniforms.

The Red Division embodies everything outsiders dread about Sangora: ruthlessness, unrelenting violence, and a willingness to sacrifice anything for dominance. With their purpose reshaped these days - members are often recruited from the most dangerous and volatile individuals Sangora has to offer, misfits, criminals, and combat veterans who have little left to lose. They undergo grueling training and conditioning that strips away any trace of humanity, leaving behind only obedience and an instinct for survival at all costs.

Each soldier of the Red Division is trained to endure extreme conditions, making them perfectly suited to the harsh wilderness of Khorun and the smoky, sulfurous environment of Sangora. Strategically, the Red Division serves as the Syndicate's tool for maintaining control over the fractious and violent populace of Sangora. They root out rebellion with swift and brutal efficiency, their operations often leaving scorched earth in their wake.

Outside of Sangora, they are the Syndicate's front line in projecting power beyond their borders, whether by conquering new territories or quelling uprisings in disputed lands. While their methods are feared and hated, their effectiveness is undeniable. In Sangora, survival is paramount, and the Red Division ensures that the Syndicate remains at the top of the food chain. In the shadow of the spitting fire mountains, they are the guardians of Sangora's lawless law, and their name alone is enough to chill the blood of those who hear it whispered in the smoky, sulfur-scented air.

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Sangoran Syndicate

The Sangoran Syndicate is a guerilla militia turned de facto ruler of Sangora, led with ruthless efficiency by its enigmatic leader, Alexandre Kollisi . Emerging from the ashes of rebellion and conflict, the Syndicate has supplanted traditional governance, carving out its dominance in Sangora’s hostile and chaotic landscape. Its influence stretches across multiple hubs, from the sprawling urban base of Syndicate Base 19 to clandestine outposts hidden deep within the wilderness.

Far from a legitimate government, the Syndicate rose to power as a defiant force against established order, its roots entwined with the infamous Illevan Insurrection. This rebellion began in the wake of the catastrophic razing of Japhaia, an event that left the entire city devastated and sparked widespread dissent. The Syndicate capitalized on this turmoil, uniting warlords, outlaws, and those disillusioned with the Akati Empire’s powers into a single, dominant force. Under Kollisi’s command, the Syndicate thrives on exploitation, from Sangora’s rare mineral deposits to its burgeoning black markets. Forced labor fuels its treacherous mines, while smuggling, mercenary contracts, and underworld dealings provide the lifeblood of its economy.

With its network of bases and hidden routes, the Syndicate has become a nexus for illicit activity across northern Khorun, drawing both fear and grudging respect. Despite its dominance, the Syndicate faces enemies on all sides. Dissident factions and rival powers seek to overthrow its reign, but in Sangora’s unforgiving environment, Kollisi’s rule endures, driven by survival at any cost.

Illevan Insurrection

The Insurrection emerged as a powerful rebellion fueled by the chaos left in the wake of the Shadow Wars and the devastation wrought by the akatian raids on Japhaia. The Shadow Wars, a brutal conflict between rivals akati and illevan, ancient elven races and their mortal agents, fractured Avaleen, leaving vast regions destabilized and vulnerable. Their raids reduced the city to ash, its people scattered, enslaved, or killed, and its legacy erased. Japhaia’s destruction served as a breaking point for the Illevans.

With their homeland ravaged and faith in the divine and ruling powers shattered, survivors rallied under a common cause: vengeance and rebellion. The movement, initially fueled by anger at the akati, quickly expanded to target Khorun’s ruling systems, which they viewed as complicit in the chaos. As the insurrection spread, Alexandre Kollisi and his ódir (brother-of-heart) James O'Hagan seized control, offering leadership and the muscle of the Red Division. Under Kollisi’s firm hand, the rebellion evolved from a disorganized uprising into a disciplined and relentless force.

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Thirawen

Thirawen
Ethnicity | Dec 5, 2025

Veinstone Guild

The Veinstone Guild is the most influential mining organization on Gio , controlling vast territories rich in minerals, gemstones, and rare metals. Its operations delve deep into the heart of Gio's crust, from the volcanic caverns of Gio’s southern ranges to the shimmering gem-veins beneath the frigid north. But their power and influence did not come without some moral sacrifices.

Founded by a consortium of dwarves, gnomes, and human entrepreneurs after the colonization, the guild has become synonymous with dirty wealth, innovation, and exploitation. They are both praised for fueling Avaleen’s resurgence with raw materials and criticized for their ruthless methods. Their headquarters are located on Gio's northern mining frontier, Rivencrag Outpost.

The Grand Overseer (currently one Zeke Eleazar ) is the main boss, the Shard Pact keeping the day-to-day running. In their employ are a multitude of miners, foremen, and guild wardens.

Despite its power, the Veinstone Guild is not invulnerable. Corruption festers within its ranks, as council members and wardens vie for position and profit. The guild’s brutal treatment of its workers and disregard for Gio’s natural balance breed resentment among the oppressed, fueling the flames of rebellion.

Moreover, the strange artifacts and creatures unearthed in Gio’s depths present challenges that no amount of drills or golems can fully contain. Rumors of cursed veins, ancient guardians, and portals to other planes whispered through the mines, spurring adventurers and fortune-seekers to challenge the guild’s authority.

The Veinstone Guild yet stands as a monolith of power and ambition, its shadow stretching across Gio and beyond. Yet, like any structure built on greed and exploitation, it carries the seeds of its own downfall. For those with the courage to oppose it, the cracks in its foundation might yet widen into gaping chasms, swallowing its empire whole.

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For further reading:

The Veinstone Guild
Organization | Dec 25, 2024


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