Post by Grayell on Jun 5, 2012 4:09:02 GMT -5
You will find multiple factions that operate in and around Wistvale. Not all are known to the general public, not all are allied. But with interests ever changing within the town, you can be sure of one thing. There will always be new groups, guilds and adventures.
The Wistvale Sentinels.
What started out as the Town Guard has now become a proud and (mostly) pure symbol of law and order within Wistvale. Recognized by the purple that each guard wears with pride, they are well equipped, well trained and well informed enough to protect the citizenry of Wistvale and be sure it stay a safe place for all to live. The Sentinels operate out of the largest building within the town, the garrison. It houses their training facilities, barracks and the formidable prison. Many aspire to join the ranks of the Sentinels, but only the best succeed after making it past the scrutiny of the Captain. The Sentinels are also more than men-at-arms, they employ their fare share of scrappers and archers, and also have dedicated squadrons that utilize magic. The Sentinel are also well prepared to quell rogue mages within their jurisdiction, as they employ creative and effective technologies that can largely suppress such powers in another.
The Vanguard.
The Vanguard have a proud, if somewhat secretive history of protecting the lands. Their number reduced to nothing for many years, they have seen a re-emergence in modern times and once more patrol the wilds. The Vanguard is a clandestine society and whilst not understood by the world around them, they are the ever watchful eye over 'the natural order' and take careful interest in those who possess or seek power, or repress others on any fashion. Each member keeps their identity secret at all times and members are often unknown to even those within their ranks. In the field, they are often recognizable by the blue hoods that shield their features but indicate both their allegiance and their intent. The Vanguard held a stronger presence in Wistvale in recent times, but due to potential harm to the town, the Vanguard in this region have reduced their numbers and relocated their operations to an unknown elsewhere. The Vanguard operates in multiple packs, with each region answering to an elder and the society as a whole remaining in touch, sharing both knowledge and assets to see to their mission.
The Ebon Tryst.
At it's core, the Ebon Tryst is ultimately a thieves guild with it's members working their unsavory trades for profit. However, a power struggle within the Tryst saw it's leadership fail and what was once a corrupt arrangement with the authorities within Wistvale, was 'unofficially' altered. A new head was put into power with influential backing and a set of regulations were made compulsory, with members now requiring both permits and a license to officially operate within Wistvale, or even sell their services therein. Many crimes were outlawed without compromise, but other undesirable trades were regulated in an effort to compromise with the underworld, rather than ignore it, or force it further into hiding. Unfortunately, more infighting and the lack of a strong leadership has seen other competitive entities make their claim in Wistvale, selling their trade at lower cost in a bid to undermine both the Tryst and avoid the attention of the law. The Tryst struggles to this day but one this without question - many of the best rogues within the realms claim loyalty to the Tryst and they are not to be crossed without fear of repercussions.
Noctis Venator.
The Notic Venator are a secretive society with a very deliberate public face - they seek to not only understand magic in it's many forms but to control it in order to protect the good people of the lands. The Noctis Venator have shown however that they are quite willing to go to almost any length to see the realization of this goal and some of their ethics are very questionable. The Noctis are a power onto themselves and largely operate outside of the law by not involving others in their affairs, but the public grow ever-uneasy about their presence in places like Wistvale. Internally, the Noctis operate many regiments, each trained and dedicated to specific pursuits from research, the artifact collection, to outright violence. He who holds power holds sway among the Noctis, with loyalty being a very fickle and ever-changing thing within their ranks.
The House of Galena.
The House of Galena is quickly becoming two independent factions, due to differences in both philosophy and tactics. The first of these groups has been labeled 'the purists', who's belief echoes Galena's own compassion and mercy, the unquestioning caring for all things. They consist of many scholars, healers and doctors and frequently operate temples, such as the one within Wistvale, as well as set up missions in the outlands to aid others. They ask for little for their services, but preach to those who would seek their help and seek to enlighten them regarding the philosophy of the Goddess Galena. They strive for a Utopia in which their is no violence and all beings accept one another as equals.
The second of these groups have been labeled 'the reborn' and they do not wish to seek the 'gift's of the Goddess with others outside their creed. Largely consisting of wild Sonari, they stem from the woodlands and use the tolerance of their brethren to move through other lands and to coordinate their efforts. They are violent and justify their often terrorist activities with their philosophy, claiming that whilst none have dominion over the wilds, they themselves have been charged with keep the wilds pure of outsiders and interlopers.
It is a faction with two very different faces, with one tolerating the other due to their beliefs and the other, quite prepared to use whatever means are necessary to further their own goals.
Sellswords.
The Sellswords are a semi-organized mercenary faction that holds a strong presence in Wistvale due to it's location and it's being a port town. It's ranks filled with privateers, adventurers, scoundrels and those out to make their fortune; members pay dues to the organization in order to be kept on the books for paid work. Their allegiance lays in coin and their numbers are ever changing, but they remain loyal enough to the administration that pays them. Mercenaries that join the ranks of the Sellswords receive many benefits for their investment which include better intel, more work, better negotiated pay, reliable assistance and the assurance that their organization will intervene, should they find themselves in trouble.