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Other Factions and Groups

 

The following is a list of factions and groups that are not among the largest factions of Thain. Some of these factions may become part of the main faction system in future updates; others are likely to remain as smaller groups, particularly those representing monstrous races. Note that groups with the Monstrous Faction descriptor require staff approval to play a member of, either because they are made up entirely of monstrous characters, they are hostile to player characters, or both. For more information on playing a monstrous character, see the Monstrous Player Characters page

 

Emerging from their warren of caves under the Crossroads and areas north, the Blacktooth tribe is home to various goblins, hobgoblins, and ratfolk who worship something called "the Old One"- though it is not entirely clear what this entity is. The tribe is regularly at war with the kobolds living to the south of the crossroads, and their underground battles are as fierce as any among the surface races.

Established to help rid the island of monstrous creatures and those who serve them, the Bloodguard are based out of Castra Aurelia along the great western road. From there, they patrol the western roads of Thain, often doing battle with the Iron Clan, Hellknights from the Iron City, Trolls, giant spiders, undead, and other such dangers. Life in the Bloodguard is difficult, and few survive into old age, but rumors hold that certain members have been granted power by the island itself, in the form of a mysterious "blood" that has welled forth within the walls of their crumbling fortress.

The Iron Clan inhabit the foothills of the Grey Iron Mountains, where they, like the dwarves, have dug tunnels and mines in order to access the valuable ore within. Led by a tribe of particularly vicious goblins, the Iron Clan can be a dangerous obstacle to travelers moving between the mines and Hamley, and regularly cause disruptions to trade and commerce in the region.

The most powerful orcish tribe on Thain, the Bagnorn live in the heights of the Grey Iron Mountains, from whence they raid and pillage the lowland areas to the east and north. They often have an uneasy alliance with the Iron Clan, whom they bully or coerce into service. The Bagnorn worship F'Tarek, one of the four elemental aspects of Thain, and their shamans in particular have proven to be masters of fiery magic.

An avalanche in the Grey Iron Mountains in an age long past divided a group of female orcs from the rest of the Bagnorn tribe. Now, the Split Rock have established a toehold of their own in the mountains, and brutally defend their territory from any males who would cross them. While some of the tribe may allow a mate in from time to time for the purposes of bearing children, these males are always eventually sent away again, taking with them any males born of the union. Though small, the Split Rock tribe has used their natural geographical advantage to hold off far larger forces than their own when threatened.

An organization dedicated to military service in the name of Andarus, the Empyrean Aurora Crusade has a long and storied history on Thain of defending her cities from various demonic and infernal threats. Currently the Empyrean are located in a camp in the Wastes, where recent discoveries have been made of an ancient city where celestials and mortals may once have walked together. It is an open question, however, if the Empyrean cause will survive long enough to discover the truth, or if they, like so many before them, will perish in the harsh and unforgiving wastes.

Natives of the vast and trackless wastes, the Asabi are a tribe of lizardfolk who have made their homes among some of the high cliffs of one section of the wastes. Little is known about their culture, though some speak of shamans who tell stories of an ancient blue dragon who once ruled over the Asabi. Travelers in the wastes will sometimes find Asabi hunting parties, though accounts are mixed whether the Asabi are hunting the denizens of the wastes or the travelers themselves!

The elves who followed Syann's path even when it became clear that he had turned to darkness are known now as the elves of Poisonwood, so called because the curse of the lich Uultak has so infected their woods that to breathe it is dangerous for those uninitiated. For the Poisonwood elves, this curse is a way of life now- binding them to the land and making it hard for them to travel for long outside the woods without difficulties. Some among them say it enhances their natural magics as well, though scholars dispute these claims.

When Lady Syfana assumed power in the Poisonwood, she did so intending to re-unite the elves, by force if necessary. In the war launched by her people, many were killed on both sides of the conflict- but unbeknownst to the elves of Greenvale, Syfana had delved deep into the necromantic arts, and used them to raise her subjects as undead in order to continue their assaults. It was only through pheonix-fire and a determined resistance that her power was broken, and in the aftermath, the woods of the south nearly all burned. Now, the few living elves in Syfana's ranks work to keep control over a legion of their undead kin, awaiting the day when their lady is ready to strike once more.

A savage tribe of elves living along the shattered coast, the Tel'mordere patrol their woods with unceasing vigilance, consuming the flesh of those who dare intrude upon their lands. While few have visited their groves and lived to tell the tale, the ones who have returned speak of strange sights- elves who ride river hydras into battle, or summon great bears of the forest to fight at their sides.

Bitter enemies of the Tel'mordere, the Darrowscale are a tribe of lizardfolk living in the swamps and bogs of the shattered coast. Worshiping a pair of nature gods, the Darrowscale highly value metallic objects, but look with suspicion on more advanced technology or magic. Travelers may find the Darrowscale amenable to trade with outsiders, but should always be aware that these are not creatures to be lightly crossed.

Fey on Thain are largely divided into two courts- the Seelie Fey, who make their home in what is known as Lumenshire and in the Forest of Summer, and the Unseelie, who make their home in the Umbershire.

Seelie fey are led by the satyr Drystan, who has been known to offer wisdom to those seeking information about his kind. Unseelie fey are led by the Duchess Ysdrana, known to be a dangerous and cunning manipulator.

Not all fey on Thain belong to the courts. Some prefer to live their lives by the tenet that the strong will take what they can, and these are collectively referred to as darkfey. More vicious and merciless than the fey of the courts, the darkfey are not bound to the usual rules of hospitality, and deals made with them should only be trusted insofar as one is willing to be betrayed.

The ancient home of the Duergar, Chudrak'dum is a fortress-city located deep in the underdark. From there, the grey dwarves make their near-constant raids on Hammersong, as well as continue to mine for precious metals and gems, which they trade with the drow of Mora'chel.

Located far to the north, the Frostcutter tribe is a group of primarily barbarian warriors and shamans who make their homes in the frozen fields of the great glaciers. Hunting mammoths and rothe for food, they occasionally do battle with the local ice giants.

An old people recently re-awakened, the Gerdamesh tribe lives in the moors north of Feywood, where their war leaders and shamans maintain a close connection to the titan Leima, among other rituals. Due to the strange nature of their disappearance and subsequent revitalization, the elders of the tribe hold knowledge long thought lost, which may be of interest to those seeking to learn more of Thain's distant past.

Though much of the illithid is unknown and unknowable, it is apparent that in some of the bleakest corners of the underdark these hideous creatures have made a city of sorts, where captured denizens of both the surface and the places below are brought to serve their alien masters. It is a place spoken of in whispers, and only the dangerously brave or foolhardy would ever seek out such a place intentionally.

Carved into a hidden cavern is the small Svirfneblin village of Kestal Har'ol. Vigilantly guarded, this enclave is a rare place of relative safety in the otherwise dangerous underground. It is rumored that the site is located on a rich vein of magically-infused crystals, which are crafted into useful trinkets by the gnomes living there.

From their main base of operations off the east coast of Thain, the Vasheral raid from as far north as Craggen village all the way to Sandburrow. Vasheral leaders have a distinctly human supremacist outlook, and generally consider all other races to be inferior and worthy only of being robbed before they are murdered. Sailors on the eastern ocean keep a sharp lookout for Vasheral sails, as they know no quarter will be given or asked for.

The lesser of the great orcish tribes of Thain, the Yethey make their homes along the slopes of Mount Hammersong. Known for the distinctive blue tint to their skin, the Yethey are masters of tracking and hunting in the snow, and their shamans have developed a penchant for icy magics that freeze the very marrow in their enemies' bones.

Led by a charismatic dragonkin named Embrin, the Sons of Fhelkhorn eschew the traditional belief that the color of one's wings should determine one's fate and instead seek to unite both metallic and chromatic dragons together in order to achieve victory over the non-draconic races. From a small base in the foothills of Mount Hammersong, Embrin to show the island the true power of united dragon blood. Dragonkin, however, are not known for their patience or restraint, and more often than not the Sons are fighting amongst themselves as ancient blood feuds rear their heads.