Factions are special organizations in Sundren. While there may be many organizations in the world, the Sundren factions have a large amount of power in Sundren. There are a variety of factions for all sorts of ambitions. Destroying evil, replacing the government, protecting nature, and getting rich are just a few faction goals. Your goals may not match precisely, but joining up with a larger organization yields several advantages:
- DMs give special attention to factions in their plots.
- There are special member-only faction forums on the Sundren Web site.
- There are special faction-only stores, giving players access to rare, powerful goods.
- Factions have ranks through which players can escalate. Higher ranking players yield more power and control over those with lower ranks. They also have access to more powerful items in the faction stores.
- Within many factions exist sub-factions. Sub-factions are smaller organizations with similar purposes as their parent faction. They are considered allies and partners to the parent factions. They share faction forum access and some resources as well.
All Non-Player Factions
There are many non-player factions within Sundren. These represent the different organizations that oppose the player base and Sundren itself. While players cannot be members of these factions, they can gain reputation by performing deeds--eventually becoming non-hostile to these factions.
The creatures of Viridale forest have formed an alliance in an effort to safeguard their territory from not only the Sundren Military, but each other. The Mossclaw Gnolls, Stonegarb Ogres, Muckspear Goblins and Grimaxe orcs comprise this crude band of woodland terrors. Recently the group has been becoming more aggressive, much to the dismay of the forest border guards.
Lizard men are not natives to Sundren, leading many to believe that this tribe has just recently arrived at the shores near Sestra. The reason they've come is yet to be seen but their raids on fishing boats, outlying settlements and even Sestra itself has made it clear they are out to take part of Sundren valley for their own.
These miscreants originally hail from the Musckpear tribe of Viridale. After splintering, in a desperate attempt to stay alive, they fled to the Sharahan Hills and hid. It's believed that the activities of the Exigo have led them to resurface and even forge a tenuous pact with the Bloodmaim orcs.
The Dark Advent
This cryptic group of necromancers only recently arrived in Sundren. They keep to themselves and for the most part, never even approach the city. Their lair is believed to be located to the east of Avanthyr, but some say their influence spans as far as Aquor. Aside from that, not much is known about the small organization. Most locals prefer to ignore their existence, assuming that those who deal with the dead are best left to their strange studies.
The Hands of Gruumsh
The Mossdale forest is well known for its population of intelligent war-driven inhabitants, the Bloodmaim Orcs. These crazed fiends have recently collected themselves under one banner, the Hands of Gruumsh. The organization has openly shown its hostility to Sundren in recent attacks and has show no signs of wavering.
Moth Oira's main goal is to preserve the Shadow Weave at all costs. They covertly promote its use and support all efforts that might ensure its existance. The organization consists of elves and shadar kai. Since the destruction of the Cubic artifact, which contained the avatar of their goddess Shar, the group has drifted into disarray.
They have remained mostly within the Abbadon, and have not interacted with the valley in some time. This could honestly be a recession of their forces, or perhaps a larger plot at work.
The Shekinessi are water naga corrupted into dark naga by the evil Sess'Kellith--a demi-god of the yuan-ti. These naga types are typically neutral and live in rivers and ruins, but Sess'Kellith used convincing arguments and magics to have the tribe join the reptile army in the Lizard War. After the demise of Sess'Kellith, the Shekinessi retreated into the lava-warmed caverns north of Aquor.
The Mey Savak, or the Order of the Mind's Eye, is a group of insightful, observant, and introspective monks who record history with advanced memory techniques. They are entirely neutral and exist only to record and recall events.
The Arbiter's Alliance is the formal name of Sundren's volunteer forces. Organizations such as the Triumvirate, Church of Helm, and the Corps de Grace carry this banner. It represents their will to unite and fight against the evils that threaten to consume Sundren.
Church of Helm
In a land where danger is prevalent and unseen evil festers, the followers of Helm find themselves most at home. Elrick and his fellow helmites have taken it upon themselves to guard the growing city from the forces that cannot be seen. The Church of Helm has an overwhelming presence in Sundren and is well respected by the people. Their protection is openly valued by Marcus Vae and his subordinates. The generous contributions made by these wealthy benefactors can be seen put to use daily as the expanding army of Watchknights continues to fill the city.
The Triumvirate is a coalition of paladins, clerics, and warrior priests united by their faith in Tyr, Torm, and Ilmater. They have come to Sundren with a sacred task: intercept and eradicate the servants of Bane within the valley.
Corps de Grace
Once known as the Corsairs, this is the local militia for Sestra. Originally a secular organization, the Reptile War proved the group needed to strengthen its moral fiber. The encouraging actions of the Triumvirate, who took care of the Sestra refugees through the war, lead the militia leaders to associate with the church. Now, the milita is strong and reputable once more, with the faithful to Ilmater or devotees to Sestra among their members.
With the takeover of Sestra by the Black Hand, the Corps has been kicked from the town and has been homeless and without purpose for some time. In the meantime, they've moved to Port Avanthyr in order to recuperate.
Bane has only recently taken an interest in Sundren and why is still yet to be known. The immediate appearance of the Triumvirate following the appearance of banites though has led many to believe that these shadowy agents of the great tyrant are heralds of terrible things to come. This organization trumpets the call of Bane, but holds other less-powerful but equally evil organizations under its banner, despite their gods. They know fully-well that one day, all will worship the one true Lord.
Children of Colibrus
Little is known about Colibrus or the power of his vampiric minions. Whispers of his presence rarely float from the lips of travelers--they are petrified to invoke his name.
Ramas Sepret, like many of the often diverse races and factions that populate Sundren, came seeking riches. Unlike the other less zealous fortune-seekers, Ramas brought an entire league of miners, farmers, and botanists with him. This group of individuals, known as the Exigo Syndicate, is primarily made up from those of Mulhorandi descent; however, some dwarves, gnomes, and even elves exist within their ranks. The clever and industrious group arrived in 1352 and has been taking advantage of the bountiful resources of the land ever since.
Bristlebeard's Hollow (Whurest)
Bristlebeard's Hollow is a small dwarven mining outpost on the Spine of the World. They are an extension of Clan Battlehammer, the dwarven clan that resides in Mithral Hall. They have a trade alliance with Exigo Syndicate and consider the organization a strong business partner.
The Blackwood Company
Blackwood Company is a mercenary organization composed of various hardened veterans either through war or through life. While they will usually take almost any job, they do earn their pay -- and those who don't usually find themselves worse off than when they started. The organization itself is notorious for supplying over two-thirds of the Exigo Syndicate's private security, making them their biggest contractor.
At an early age, noble children are carefully examined for any signs of arcane talent. Any who are shown to have even a small aptitude are immediately inducted into wizardry school, followed by a long and arduous apprenticeship to a Red Wizard. Those who survive their apprenticeship and are ambitious, resourceful, and talented are invited to join the Red Wizards. The Red Wizards send out envoys into the rest of Faerun, seeking customers for their lucrative magical businesses. One such envoy has established itself as an Enclave within Sundren.
Little is known about the Eboncoin Pact, who they are, or where they came from, but it is clear that they are here to stay. Deeply rooted in the shadows that surround the City-State's economy, the Eboncoin —or 'the Guild' as they are so often referred to— is thought to be the source of the many nefarious deeds which occur at the night hours and shady deals in dark back alleys of Sundren City.
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The Sundarian Legon is recognized formally as a government investment that is directly responsible for the protection of all claimed territory. They alternatively serve as low level law enforcement in the absence of Judicators and Wardens but all but officers are restricted from executions, banishments and other harsh punishments without permission from an authority.
Hands of Mundus
The Hands of Mundus, also known simply as "The Hands" were present before Sundren was a city state. When the great wizard Mundus strolled into the valley, he brought with him his two closest friends who he would commonly refer to as his left and right hands, in recognition of their worth to him. They together, with his blessings, formed the Hands. Following a nasty falling out after the death of Mundus and their differing view on how things should be run, the order was forever separated into two halves with members following one of the two leaders. The two hands struggle ceaselessly to assume full control of the order of elite magi, and to prove their interpretation of Mundus' will is correct.
The Red Blades have existed since the founding of Sundren in 1230. Since that time they have been controlled by the descendants of Eriar Vitori; the founder who defined their unique style of swordsmanship. The Red Blades zealously serve Sundren and all of their members have sworn a pledge of eternal loyalty to both the guild and the state. The Red Blades serve in the Sundren Legion as a group of elite commandos, the Third Legion Only the most skilled of warriors are ever inducted into the Red Blades. Once accepted, initiates must face certain trials which often cause even the most resilient warrior to falter. Those who overcome the trials endure rites of passage into full membership and begin their training under Vaer himself.
Wardens of the Vale
The Wardens of the Vale are a loose, but formidable group dedicated to protecting the land itself. Rangers, druids, and barbarians are common within their ranks. Their methods may differ within their ranks, but they are united in guarding nature from the encroaching boundaries of civilization.
Servants of the Circle
The druid circle in the Viridale is a place of power with influence over the wilds of Sundren. The Servants of the Circle are the many druids and fey that adhere to the circle most closely. They may serve any number of gods, though most serve Silvanus and Chauntee.
As of the Second Sundering, the Circle has been dissolved. Talona's influence has infected the Keeper himself, and as a result the druids who protected the Sacred Grove have either fled or been turned towards her infectious hatred of nature.
Wrath of Nature
Generally comprised of worshipers of the Fury Gods, but not exclusive to them, this faction believes in retribution and offensive tactics on behalf of Nature. They have no qualms with genocidal acts nor destruction. Outsiders would view them as "terrorists," but the group believes their cause is just. They stand firmly against the aggressions of society, industry, and development.
Nature's Vanguard consists of the tribes and rangers throughout Sundren. This includes the ranger outpost of the Viridale as well as several nomadic, barbarian tribes in the region. These protectors work diligently, often through force of arms, to ensure the safety of the wardens, nature, and each other. They are the "soldiers" of the Wardens of the Vale. Each group has agreed to lend their might and military when they are called to do so. Typically, the groups of Nature's Vanguard live off the land. They take only what they need and hate the over-consumption of Sundren citizens. They shun civilized regions.